My gaming group has been very good at helping me to test out the missions though. We have a discussion about how they went and what could/should be changed why they feel that way and how that would affect the feel of the mission. The comments from my fellow Sentinel demonstrated I needed to put a lot more clarification on certain new rules elements that I take for granted as my group has been using them for a number of months, why they are set this way for the campaign.
So this week we play tested a mission called elemental portal. Fluff wise this area holds a number of stable elemental portals to the various elemental plains, a crew from Cadwallion discovered it and had been collecting mana gems from the portals before all out war broke out accost Pernicus. The map basically features three chests filled with mana gems radiating from the center of the map on three points of walls spreading out from the center. Surrounded by six elemental portals, one for each element. The portals work like Nexus of Mana but only for armies who’s mages work with the particular element. Part of the campaign document has an appendix with print out for the cards representing the elemental portals, including icons for the armies who have affinity for ease of reference during play. The key element of the scenario though is that once controlled the chests can be carried off by the unit controlling it so long as a member of the unit is in contact with it. So once the second round begins, the first chance to control happening during the first round control phase, the play becomes very mobile as the objectives get carted away from the center.
We played a three way game, I played the Ram, and my
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