Wednesday, February 16, 2011

Villagers, chambers, traps: D&D board game designer explains changes

Castle Ravenloft was a fun way to spend an hour or so playing an entire Dungeons and Dragons adventure, but the board game was definitely heavy on the combat, and it often felt a little dry unless you began to adjust the rules. The latest game in the series, Wrath of Ashardalon, adds a number of new mechanics and concepts to the 4th Edition board game, and the changes are for the better. 

We had the chance to talk about the new gameplay elements with designer Peter Lee, who told us why NPCs were added to the game, why chambers weren't included in Ravenloft, and why nothing in the rules is considered sacred.

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