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One of the side benefits of working on this game is we have a totally real justification for playing through it ourselves. We play twice a week at lunchtime. We learn a lot about not only mechanics, but also how different people play and organize themselves.

 

We completed Rise of the Runelords when we were a smaller team. Our loadout included Harsk the Tracker, Amari the Berserker, and Ezren the Illusionist ("I'm an illusionist, Michael..."). Now that we have a larger team, we've started anew with Skull & Shackles. It is great for getting everyone understanding how flexible we need to make our game rules. We just finished the first scenario (0.1). Our crew is a bit nuts but covers all of the bases, Lem, Oloch, Damiel, Seltyiel, Lirianne and of course Ranzak (played by yours truly).

 

I personally have a solitaire 4-character Skull and Shackles game going at home which has taught me a lot about what kind of interface a player will need to track a lot of characters. In that game, I'm running Damiel, Seltyiel, Alahazra, and Jirelle.

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We almost have the same S&S party, except that we're using Jirelle instead of Lem.  

 

This leads to some interesting design questions.  I know you can't give details, but I wonder if you're also considering future editions of the game in your current design decisions.  Wrath of the Righteous is already going to include some new mechanics, and I'd assume every new version of the game will include something that adds to the base game engine in some way, as ships/plunder did with S&S.

 

I'm really excited to see this come to life, and equally excited to see how the design changes over time due to the physical game innovations.

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  • 2 weeks later...

I'm so happy this is comming to tablets and I hope PC. Playing together is a lot of fun, and understanding the strengths of each class is really important to conisder when choosing who goes where.

I just hope we can get an online version so we can play online with our friends! :)

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  • 2 weeks later...

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