This is amazing Please try to record a play through of this! I love seeing your 3D scenes, but I have yet to see gameplay. I would love to watch that 👍
Hats off to you, this is simply amazing. I envy your game room and I know your fellow players enjoy every second of it. Thank you for sharing your world and game with us.
Gonna start to play this with my daughter just as we did dicey depths and WOW...purchasing those little tokens gets expensive. Wracked up as a first time buy $300 lol Should be fun though. Thx again for doing this kinda thing.....allows me to connect with my daughter and spend time doing something we both enjoy. Just gotta pick up a few dice trays and we are set. :) My Dungeon sadly isnt quite as great....but gotta start someplace.
Let's say you want to make a business of sorts out of this. How much did the entire layout cost? It's not very reproducible so not like I'm buying it at a game store. So you set it up as a stop by 1 hr sets. People stop in, time stamped engage if others are there or just do their own thing. Finish and pay. $1.00/hr? The real gig then isn't you doing that, it's selling your prepared set for shipping to another who sets up a store. Routed sales thru you could increase revenue, although pieces COULD be bought directly, a unifying theme used might limit that. Nice job all around, interesting take on game play.
Market: No incentive to switch off gathering a specific material once you started. Higher chance of rolling a success as you do it more. Who cares if it sells for 1 instead of 4. Your increased success rate will mitigate the change in market price which happens once a week. Then once it does switch back to a higher price they will be making a lot more. Try adding a modifier to that market price. To stop players from exploiting this. Say 3 people are all mining for a straight week. On market reset make your roll - 3, can not be reduced to less than 1. That can give the sense of supply and demand. If they flood the market with a material the demand will go down. This might encourage your players to switch up the material they are gathering. You could also set up a bracketing system. If so many of X resource is sold into the market then the cost is reduced after said sale. So next week the market roll is -1, or -2 or -3 depending on the amount sold. Each week, if a certain amount is not sold the modifier, will be reduced by 1. Sorry for the ramble, like yourself I enjoy things of this nature as well. Combat: Looks like a small mix of say DnD and Warhammer. Greatsword and Warhammer are the preferred weapons it looks like. Higher chance to hit with and some of the lowest requirements to wound with having a high amount of dice to roll. So higher % chance you will probably wound. Any method to encourage your players to use any other weapon aside from Greatsword and Warhammer? Based on the dungeon portion, Speed is a very important stat. Higher speed = fewer battles so in fewer instances you will use your supplies allowing you or your party to clear the dungeon faster. If you already have this covered I apologize. I found your vid interesting and what I mentioned above are just what I found I had questions on.
Ahh I love your insight! You are spot on in all of your comments. The market suggestion is fantastic. I don't know if you've ever heard of the board game Xia, but that is similar to how they handle the market as well. For weapons, weight and cost are the only factors stopping a player from immediately picking up the best weapon. With how expensive they are, a player would have to have been playing for a while in order to afford them. Like the rest of these kinds of games I set up for a while, I don't want to leave it up forever, so I'm not too concerned about exploiting certain features to make money or get the best weapons/armor earlier than you might in a DnD campaign that lasts months/years for example. A group for me might only get a session or two at most out of this, which is the unfortunate reality. And then it'll be time to pack it away and move on to a new adventure!
@@RickKoeppen You could possibly give them the alternative option to store the good they procure in say a bank or storehouse. Then say every week or few days they will need to pay a fee of sorts. This could give an alternative option to those who don't want to buy a house and then have to decide is it more cost-efficient to just get the house or pay for storage. In the event, they feel after the adventure their character would move on to find adventure in another place and wouldn't want to be tied down. As I believe you mentioned a weight system. Possible addition: not sure if you're having character interaction to allow them to talk with NPCs or not. This is food for thought... If you added the storehouse system. If the plays stored a plot item(s) in the storehouse instead of keeping it on their person or in the house they took the time to buy. It could be a % chance it comes up missing either due to the Storehouse owner being a part of the bad guys and he is how they slowly support themselves little by little over the years. Something of value going missing here or there wouldn't be too crazy a small % chance every week or 2 that someone could have one of their supplies come up missing. Or the storehouse owner could report it as a break-in from thieves. This might be a small incentive to encourage them to buy a house. Or keep the things they have on them which would affect the weight. So could discourage them from hoarding.
Not bad ideas for sure! Players can actually rent a room at the inn with a daily or weekly rate, which I guess would kind of be like your storehouse idea, as they're able to store goods/items there. Of course if at any point they no longer wanted to have a house, they can always sell it as well.
Love your miniatures skirmish set ups ( your Dungeon of Death idea was super cool). Any chance you will be releasing your skirmish rules for those of us that want to run them? maybe for purchase? I really like this one and have been trying to find something to use with my DF and terrain that allows for a immersive experience where everyone can play including myself. Just a thought. Thanks
Honestly the only written material I have is just a few pages of general overview rules to kind of help remind myself as a reference, and of course all of the tables. I really don't have any plans to elaborate on them any further, but if what I have sounds like it could be something you're interested in, shoot me an email (on this channels about page).
Very impressive Rick. You've put a lot of work into creating this immersive system. I've gamed for close to 40 years now and every so often you come across someone, such as yourself, that has an amazing understanding on creating systems and games. Were there some inspirations for your ruleset or is this all your own making right off the top?
Honestly it is all me. The first game I ever designed used the 24 points split between four attributes for a fast but effective way to quickly create a character for simple tabletop combat. In this case, expanded to include a resource generating/economy mechanic with real time die rolling. Separate battle boards for combat was born out of necessity and convenience. This way, no matter how I have the big board set up, the individual combats are contained, like an old school video game RPG.
I definitely wanted to increase the skill by using different dice. 1 in 20 chance, 1 in 12 chance, 1 in 8 chance, etc. It just keeps it simple and players seem to like seeing a physical difference when leveling up by getting a new die to roll.
If you would count rolling a 1 as a success (instead of the max die value), then your system is simplified for every die you roll (for crafting, gathering,...)
Honestly I just wanted names for different armors, and one had to be better than the other. I went with chain being better than plate due to the superior flexibility the wearer has, so the defensive attribute is more abstract, encompassing not only the effectiveness of the armor itself in absorbing a blow, but also the ability of the wearer being able to maneuver, adding to their ability to defend.
Honestly I may have missed those comments. I've never published any rules of my own. Some times I'll do play through videos of my games (like Dicey Depths or Battlefields of Mana) and through that video someone may figure out how to replicate it on their own.
No, just a little custom scenario I came up with for my friends and I. It's tough because of course there wasn't any thought of publishing anything, I just have some basic notes for my own reference. I'll be tearing this down soon and moving on to something else, so unfortunately there isn't much to share.
@@RickKoeppen ok great, I liked a lot of the mechanics ideas you have here. Specifically the way you're doing 30 seconds of die rolls for resources. I might modify it somewhat and do some experimenting. My 9yo has expressed some interest in making a "builder crafter" game and I think the 30 second dice roll system would be perfect for it.
PLEASE tell me you have this in pdf format that I can download??! This system would work out amazing In a campaign! Definitely want to try this. It also helps with my terrain addiction 😂😂
The only things I have typed out are some of the basic rules and the various tables. If I ever get it into a form that might be able to be used by someone else I'll let you know!
I'd like to say yes, but unfortunately they are mostly in my head with a few pages of helpful references. As written, I don't know that they'd do anyone any good. Maybe someday I might write them out to make them more shareable.
@Rick Koeppen maybe... at least those pages you wrote down for the campaign stuff for reference? :( watching the video i was able to get some screen shots of the tables with the damage ranges and weapon/monsters stats and stuff like that.. but nothing for the text with the rules you made :C ... pretty please with a cherry on top?
@@RickKoeppen yay! thank you so much1 :D you are the best! you have no idea how excited i am about them. i watched your playthrough 3 times already and the game is just too exciting ^^
One of the BEST set ups ive ever seen. Omg would give anything to have this set up. Well done!!!!!!!!!!
Omg this is impressing. That's about 20k worth of scenery lying on those tables. I want to experience my games like this.
Would love to watch a recorded play of it!
Seconded!
Agreed!!!
God I so would
This is the best set up ever. Loved every minute of it.
This is amazing Please try to record a play through of this! I love seeing your 3D scenes, but I have yet to see gameplay. I would love to watch that 👍
I like the ideas, very cool. I also enjoy making my own systems of play. The rolling in real time would get pretty dicey with my group of players haha
Hats off to you, this is simply amazing. I envy your game room and I know your fellow players enjoy every second of it. Thank you for sharing your world and game with us.
This seems amazing!! I would be very interesting in watching some game play videos, and getting the rules 😉
Or: How to stay pale during summer.... Well this stuff is awesome, just the time building this.
Amazing setup!
Reminds me of the Fable video game.
Superb, has given me so many ideas, i hadn't considered before, thanks rick, keep the vids coming mate, kind regards, Iain..
Incredible game system, Rick!
Gonna start to play this with my daughter just as we did dicey depths and WOW...purchasing those little tokens gets expensive. Wracked up as a first time buy $300 lol Should be fun though. Thx again for doing this kinda thing.....allows me to connect with my daughter and spend time doing something we both enjoy. Just gotta pick up a few dice trays and we are set. :) My Dungeon sadly isnt quite as great....but gotta start someplace.
Great rules, and very nice table.
Damn! That's impressive. Wish I could play it. Honestly might make a fun video game.
Maximum effort. Very impressive.
Amazing! Great video Rick!
Well Mr Rick if you play alone we all will be with you so you never walk alone... 😁😁❤️👍
So awesome, I would love to watch gameplay video😁
I want to play!
That looks like so much fun.
Oh thank goodness, I was worried we'd have to go through the caverns of unlife
Nothing worse than being harrassed by somebody constantly resurrecting your relatives.
That’s one badass setup!
And Rick plz make it a 10h long video and i will watch it again and again and again......:)
😂😂
Awesome video Rick...:) plz make a playthrough video with it.... :)
Plz Mr Rick make a play through. We your fans need it....:)
wow, this is so beautiful...
Wow man class wish I had all that but u need to be rich man either way love it get some sessions recorded
Rick. you can play with only 1 mini and show us the journey from lvl 1-XX so we can see how it works....:) plz
Haha I've actually thought about that. We'll see!
Please record a session Id sit through it for sure exciting stuff
awesome ricky thx yoou and gratz
Damn Rick... very impressive!
Holy crap. This is incredibly cool.
Let's say you want to make a business of sorts out of this. How much did the entire layout cost? It's not very reproducible so not like I'm buying it at a game store.
So you set it up as a stop by 1 hr sets. People stop in, time stamped engage if others are there or just do their own thing. Finish and pay. $1.00/hr?
The real gig then isn't you doing that, it's selling your prepared set for shipping to another who sets up a store. Routed sales thru you could increase revenue, although pieces COULD be bought directly, a unifying theme used might limit that.
Nice job all around, interesting take on game play.
I love it, would love to play
Watch?! I would love to play this!
Market: No incentive to switch off gathering a specific material once you started. Higher chance of rolling a success as you do it more. Who cares if it sells for 1 instead of 4. Your increased success rate will mitigate the change in market price which happens once a week. Then once it does switch back to a higher price they will be making a lot more. Try adding a modifier to that market price. To stop players from exploiting this. Say 3 people are all mining for a straight week. On market reset make your roll - 3, can not be reduced to less than 1. That can give the sense of supply and demand. If they flood the market with a material the demand will go down. This might encourage your players to switch up the material they are gathering. You could also set up a bracketing system. If so many of X resource is sold into the market then the cost is reduced after said sale. So next week the market roll is -1, or -2 or -3 depending on the amount sold. Each week, if a certain amount is not sold the modifier, will be reduced by 1. Sorry for the ramble, like yourself I enjoy things of this nature as well.
Combat: Looks like a small mix of say DnD and Warhammer. Greatsword and Warhammer are the preferred weapons it looks like. Higher chance to hit with and some of the lowest requirements to wound with having a high amount of dice to roll. So higher % chance you will probably wound. Any method to encourage your players to use any other weapon aside from Greatsword and Warhammer? Based on the dungeon portion, Speed is a very important stat. Higher speed = fewer battles so in fewer instances you will use your supplies allowing you or your party to clear the dungeon faster.
If you already have this covered I apologize. I found your vid interesting and what I mentioned above are just what I found I had questions on.
Ahh I love your insight! You are spot on in all of your comments. The market suggestion is fantastic. I don't know if you've ever heard of the board game Xia, but that is similar to how they handle the market as well.
For weapons, weight and cost are the only factors stopping a player from immediately picking up the best weapon. With how expensive they are, a player would have to have been playing for a while in order to afford them.
Like the rest of these kinds of games I set up for a while, I don't want to leave it up forever, so I'm not too concerned about exploiting certain features to make money or get the best weapons/armor earlier than you might in a DnD campaign that lasts months/years for example. A group for me might only get a session or two at most out of this, which is the unfortunate reality. And then it'll be time to pack it away and move on to a new adventure!
@@RickKoeppen You could possibly give them the alternative option to store the good they procure in say a bank or storehouse. Then say every week or few days they will need to pay a fee of sorts. This could give an alternative option to those who don't want to buy a house and then have to decide is it more cost-efficient to just get the house or pay for storage. In the event, they feel after the adventure their character would move on to find adventure in another place and wouldn't want to be tied down. As I believe you mentioned a weight system.
Possible addition: not sure if you're having character interaction to allow them to talk with NPCs or not. This is food for thought... If you added the storehouse system. If the plays stored a plot item(s) in the storehouse instead of keeping it on their person or in the house they took the time to buy. It could be a % chance it comes up missing either due to the Storehouse owner being a part of the bad guys and he is how they slowly support themselves little by little over the years. Something of value going missing here or there wouldn't be too crazy a small % chance every week or 2 that someone could have one of their supplies come up missing. Or the storehouse owner could report it as a break-in from thieves. This might be a small incentive to encourage them to buy a house. Or keep the things they have on them which would affect the weight. So could discourage them from hoarding.
Not bad ideas for sure! Players can actually rent a room at the inn with a daily or weekly rate, which I guess would kind of be like your storehouse idea, as they're able to store goods/items there. Of course if at any point they no longer wanted to have a house, they can always sell it as well.
Love your miniatures skirmish set ups ( your Dungeon of Death idea was super cool). Any chance you will be releasing your skirmish rules for those of us that want to run them? maybe for purchase? I really like this one and have been trying to find something to use with my DF and terrain that allows for a immersive experience where everyone can play including myself. Just a thought. Thanks
Honestly the only written material I have is just a few pages of general overview rules to kind of help remind myself as a reference, and of course all of the tables. I really don't have any plans to elaborate on them any further, but if what I have sounds like it could be something you're interested in, shoot me an email (on this channels about page).
Awesome !
This is mental.
I love this :D
This is so awesome! Would love to play this. How can I get your rule system. Its awsome.
Maybe one day I'll get them into a shareable format.
I absolutely love this idea! It would be amazing to be able to read the rules and see it played!
so cool
i would love to play this
Very impressive Rick. You've put a lot of work into creating this immersive system. I've gamed for close to 40 years now and every so often you come across someone, such as yourself, that has an amazing understanding on creating systems and games.
Were there some inspirations for your ruleset or is this all your own making right off the top?
Honestly it is all me. The first game I ever designed used the 24 points split between four attributes for a fast but effective way to quickly create a character for simple tabletop combat. In this case, expanded to include a resource generating/economy mechanic with real time die rolling.
Separate battle boards for combat was born out of necessity and convenience. This way, no matter how I have the big board set up, the individual combats are contained, like an old school video game RPG.
@@RickKoeppen Super impressive.
Skill up chopping wood, I would just increase the chance by making it a 19 or 20, then a 18-20 etc.
I definitely wanted to increase the skill by using different dice. 1 in 20 chance, 1 in 12 chance, 1 in 8 chance, etc. It just keeps it simple and players seem to like seeing a physical difference when leveling up by getting a new die to roll.
If you would count rolling a 1 as a success (instead of the max die value), then your system is simplified for every die you roll (for crafting, gathering,...)
Any particular reason chainmail seems to be an upgrade compared to the platemail?
Honestly I just wanted names for different armors, and one had to be better than the other. I went with chain being better than plate due to the superior flexibility the wearer has, so the defensive attribute is more abstract, encompassing not only the effectiveness of the armor itself in absorbing a blow, but also the ability of the wearer being able to maneuver, adding to their ability to defend.
Great!
Might you provide a download link for the stats?
I doubt I'll ever publish anything, but if I do I'll share it for sure!
@@RickKoeppen As I understand some of the other comments, they are playing your system - which rules do they use?
Honestly I may have missed those comments. I've never published any rules of my own. Some times I'll do play through videos of my games (like Dicey Depths or Battlefields of Mana) and through that video someone may figure out how to replicate it on their own.
Pdfs available somewhere? Love to playtest it with my dwarven forge terrain.
No, just a little custom scenario I came up with for my friends and I. It's tough because of course there wasn't any thought of publishing anything, I just have some basic notes for my own reference. I'll be tearing this down soon and moving on to something else, so unfortunately there isn't much to share.
@@RickKoeppen ok great, I liked a lot of the mechanics ideas you have here. Specifically the way you're doing 30 seconds of die rolls for resources. I might modify it somewhat and do some experimenting. My 9yo has expressed some interest in making a "builder crafter" game and I think the 30 second dice roll system would be perfect for it.
Impressive!
What kind of a drunk engineer came up with building a castle ABOVE a mine?
See this is why I need to consult you before I do anything. Guarantee the next video of this I do that mine entrance will be moved. 😆
@@RickKoeppen no point in helping the enemy undermine your own walls. 🙃
PLEASE tell me you have this in pdf format that I can download??! This system would work out amazing In a campaign! Definitely want to try this. It also helps with my terrain addiction 😂😂
The only things I have typed out are some of the basic rules and the various tables. If I ever get it into a form that might be able to be used by someone else I'll let you know!
AMAZING¡¡¡
Yay!
Mr Rick plzzz where is the playthrough??????? 😁😁😁😁
Haha, it'll probably be a few weeks before I can get a group together. Maybe sooner if I do it alone.
rick PLEASE could we have these rules for this as a pdf? plz plz... it is such a cool system and i would love to have the rules for it :(
I'd like to say yes, but unfortunately they are mostly in my head with a few pages of helpful references. As written, I don't know that they'd do anyone any good. Maybe someday I might write them out to make them more shareable.
@Rick Koeppen maybe... at least those pages you wrote down for the campaign stuff for reference? :(
watching the video i was able to get some screen shots of the tables with the damage ranges and weapon/monsters stats and stuff like that.. but nothing for the text with the rules you made :C ... pretty please with a cherry on top?
Haha Okay let me see what I can do.
@@RickKoeppen yay! thank you so much1 :D you are the best!
you have no idea how excited i am about them. i watched your playthrough 3 times already and the game is just too exciting ^^
@@Mawa5000 Hey, shoot me an email (on this channel's about page) and I'll give you what I have.
Can I just camp out in your game room for like a month or so and just play this. How’s one gold a week sound? lol
Lmao deal
@@RickKoeppen sweet. I’m gonna start chopping wood to afford the trip. See you next spring!
could I use this game to play in a campaing?
Absolutely.
@@RickKoeppen thank you
👍🏻
Holy shit.
wow... nerds have no limits
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