If it is not too late to offer more optional add-ons to the campaign, I feel like a second set of lock-picking dice would be really handy to have. When you consider that there are personal skill lines that use them now, and several players are going to be encountering chests on their turns as well. I would also like to see different-coloured health chips become available to purchase in the future as well. I think that these would help to differentiate all of friendly units like pets, summons, converted enemies and friendly NPCs etc. I keep remembering back to the video that showed the final prison dungeon set up and there was a lot going on in it. I'm thinking of adding some of those blue-coloured Hoplomachus chips to my pledge in the coming months to help with this.
Thank you for this stream. Due to the situation now in Israel, I am watching it now after it was broadcast, and I hope that my questions about it will be answered. I reserve the right to add more notes here later on 🙂 Keywords - these a bit bother me, as this seems like your first game where you need to remember keywords (or write them down) - which is fine for DnD games, but not so sure for board games... I hope there will be some other way to keep track of those (maybe an app? maybe an erasable sheet?)
The game will come with a journal where your adventuring party can track keywords, names, and anything else that you might deem relevant over the course of your journey. We definitely don't expect you to remember keywords that you gained two sessions ago.
On the player board design: I wonder if they could be done to look more like some kind of arcane stone tablet, or an official scroll or something. As if they were actual in-world items with the power to rearrange someone's persona, or otherwise just documents keeping track of one's life achievements etc. On the other hand though, I don't feel like they are too important a detail to devote resources to.
My question is to do with the extra turn, second turn, double movement etc actions. This seems to be a very common occurrence in the game. Now I'm not an impatient person, but from a coop perspective, my concern is that the shear amount of things each player is accomplishing per turn already feels mentally overwhelming. When you consider the activation of several class abilities on top of the default stance change, move, and attack actions. Doing all or most of these things a second time in a row just seems like a lot to me. I worry that the game is balanced around doing this a lot, for little cost, while I feel like this should be a more rare and difficult thing to accomplish. Again, from a coop perspective, I tend to take on the mental load of other player's turns alongside my own as I am constantly aware of what they are doing. I feel like all players at the table taking several double turns in a row could almost kill me. And the other side to this is that the more one player accomplishes on their turn, the less there is for another player to do. I am just going off what I've seen in videos, but the absolute freedom and power turns that players seem to be taking could be a bit of a double-edged sword when it comes to the coop game. I can however see where this would be more engaging in the single player mode.
Keep in mind this is the 3rd session end game and up until this point they have been playing their campaign well to be able to take these extra turns. Extra turns in The Elder Scrolls are pretty rare and don't come up too often. Additional engage actions, while powerful, can often leave your character mat virtually empty for the coming turns and will quickly fill your cooldown with fatigue so they have to be used sparingly. All that being said, much like in TMB, with the massive amount of stuff happening on board you will likely have to let each player manage their character and not worry too much about what specifically each player can do at any given time.
They have said before that if they hadn't gotten the ip, this would have likely evolved into TMB 2, but it does take lessons learned from Burncycle and Hoplo too. So your observation is not wrong and this game is very dear to them. This game addresses some of the criticisms and will be more accessible for introduction to new players. And it will have more content in the core box than we're used to. I loved the 3 session mini campaigns in TMB much more than the now common 15+ session campaign games, so I'm stoked for the format they're going for. (This should allow you to develop your character quite a bit and still have a cool story and finale and the most fun part of a campaign game without it dragging on.)
I would love more play testing streams. 🖤
I would love to see more playtest sessions, that was very insightful! I can't wait to play the finished game 🥰
Please more playtesting streams!
I like these streams 😊
If it is not too late to offer more optional add-ons to the campaign, I feel like a second set of lock-picking dice would be really handy to have. When you consider that there are personal skill lines that use them now, and several players are going to be encountering chests on their turns as well.
I would also like to see different-coloured health chips become available to purchase in the future as well. I think that these would help to differentiate all of friendly units like pets, summons, converted enemies and friendly NPCs etc. I keep remembering back to the video that showed the final prison dungeon set up and there was a lot going on in it. I'm thinking of adding some of those blue-coloured Hoplomachus chips to my pledge in the coming months to help with this.
There's currently no plan to add these to the pledge manager but if the demand is there we may consider it as an item on a future campaign.
Thank you for this stream. Due to the situation now in Israel, I am watching it now after it was broadcast, and I hope that my questions about it will be answered. I reserve the right to add more notes here later on 🙂
Keywords - these a bit bother me, as this seems like your first game where you need to remember keywords (or write them down) - which is fine for DnD games, but not so sure for board games... I hope there will be some other way to keep track of those (maybe an app? maybe an erasable sheet?)
The game will come with a journal where your adventuring party can track keywords, names, and anything else that you might deem relevant over the course of your journey. We definitely don't expect you to remember keywords that you gained two sessions ago.
@@ChipTheoryGames Perfect. Just hoping it will be erasable and reusable
On the player board design: I wonder if they could be done to look more like some kind of arcane stone tablet, or an official scroll or something. As if they were actual in-world items with the power to rearrange someone's persona, or otherwise just documents keeping track of one's life achievements etc. On the other hand though, I don't feel like they are too important a detail to devote resources to.
51:50 weren't yoi supposed to remove some fatigue at the end of you turn ?
Nope. Cooldown now happens at the beginning of each player turn rather than at the end.
I love that mat also. Where is it from?
The mat (which is very nice) is from Too Many Bones. Available now. There is an ES specific mat in the ES Pledge manager too.
@@TheMarvin676 The ES mat interests me, but without having the final visual for both sides, it's hard to drop €70 on it
The larger landscape map is the Too Many Bones mat that we created for the Unbreakable campaign.
@@ChipTheoryGames it’s a beautiful mat
My question is to do with the extra turn, second turn, double movement etc actions. This seems to be a very common occurrence in the game. Now I'm not an impatient person, but from a coop perspective, my concern is that the shear amount of things each player is accomplishing per turn already feels mentally overwhelming.
When you consider the activation of several class abilities on top of the default stance change, move, and attack actions. Doing all or most of these things a second time in a row just seems like a lot to me. I worry that the game is balanced around doing this a lot, for little cost, while I feel like this should be a more rare and difficult thing to accomplish. Again, from a coop perspective, I tend to take on the mental load of other player's turns alongside my own as I am constantly aware of what they are doing. I feel like all players at the table taking several double turns in a row could almost kill me.
And the other side to this is that the more one player accomplishes on their turn, the less there is for another player to do. I am just going off what I've seen in videos, but the absolute freedom and power turns that players seem to be taking could be a bit of a double-edged sword when it comes to the coop game. I can however see where this would be more engaging in the single player mode.
Keep in mind this is the 3rd session end game and up until this point they have been playing their campaign well to be able to take these extra turns. Extra turns in The Elder Scrolls are pretty rare and don't come up too often. Additional engage actions, while powerful, can often leave your character mat virtually empty for the coming turns and will quickly fill your cooldown with fatigue so they have to be used sparingly. All that being said, much like in TMB, with the massive amount of stuff happening on board you will likely have to let each player manage their character and not worry too much about what specifically each player can do at any given time.
this game feels like too many bones 2.0 😆
They have said before that if they hadn't gotten the ip, this would have likely evolved into TMB 2, but it does take lessons learned from Burncycle and Hoplo too. So your observation is not wrong and this game is very dear to them. This game addresses some of the criticisms and will be more accessible for introduction to new players. And it will have more content in the core box than we're used to. I loved the 3 session mini campaigns in TMB much more than the now common 15+ session campaign games, so I'm stoked for the format they're going for. (This should allow you to develop your character quite a bit and still have a cool story and finale and the most fun part of a campaign game without it dragging on.)