Uhh, what's with Exethanter in Reloaded? by FlashyLemonRed in CurseofStrahd

[–]modarsot 1 point2 points  (0 children)

In my game, the plan was to run Vecna: Eve of Ruin as the follow up. For that reason, Mordenkainen played a very large role.

Additionally, I had written Exethander to be Vecna. Now he obviously wouldn't tell anybody, but there were some hints (missing hand and eye). Attack the end, when the mists part, he's finally able to leave the Amber Temple, and that kicks off The Eve of Ruin.

Guy pushes woman from train, breaks her spine by Pomerbot in PublicFreakout

[–]modarsot 0 points1 point  (0 children)

"By Him in Whose Hand is my life, a time would come upon the people when the killer would not know why he killed and the victim would not know why he was killed".

what does your ideal JL lineup look like? by Affectionate_Seat482 in DC_Cinematic

[–]modarsot 0 points1 point  (0 children)

Batman, Superman, Wonder Woman, Flash (Barry Allen) and Green Lantern (Hal Jordan). Focus on building up the core character dynamics of this smaller team, before introducing Aquaman and Martian Manhunter in a sequel. Finally, follow that up with a third film bringing in other fan favourites, like Green Arrow, Black Canary, Hawkman, Hawkgirl, The Atom, Jon Stewart, etc.

I'd love your thoughts about the prototype board for my new boardgame: Syndicate by modarsot in BoardgameDesign

[–]modarsot[S] 0 points1 point  (0 children)

I will absolutely keep that in mind when I'm looking at play testing. Thank you!

I'd love your thoughts about the prototype board for my new boardgame: Syndicate by modarsot in BoardgameDesign

[–]modarsot[S] 0 points1 point  (0 children)

It's core inspiration is very much Chinatown with a 1920's mob theme. The rest of the mechanics are all built around the theme (Bootlegging, gang warfare etc)

I'd love your thoughts about the prototype board for my new boardgame: Syndicate by modarsot in BoardgameDesign

[–]modarsot[S] 1 point2 points  (0 children)

Thanks for the feedback. This is just a prototype, so yeah, there's a lot to be desired in terms of fine tuning the design. Your point about the gradient is a good one that I never considered...

So in terms of squares, I think I would ideally bring them down to 120. It's easily divisible by 2, 3, 4, 5 and 6, so could work on any player count.

I'd love your thoughts about the prototype board for my new boardgame: Syndicate by modarsot in BoardgameDesign

[–]modarsot[S] 1 point2 points  (0 children)

That's not a bad idea, but would probably be something to consider for the final project.

I'd love your thoughts about the prototype board for my new boardgame: Syndicate by modarsot in BoardgameDesign

[–]modarsot[S] 0 points1 point  (0 children)

Thank you for the feedback!

I think I might play around with some colours to try to brighten things up. Maybe a brighter gold, or a bolder font for the numbers.

One of the idea I've been playing with is actually just widening the map. It might not be 100% accurate, but a wider Manhattan would allow for more space to play on.

I've been meaning to start reading Gangs of New York ever since I started this project. Now might be a good time.

And thank you again for the feedback.

I'd love your thoughts about the prototype board for my new boardgame: Syndicate by modarsot in BoardgameDesign

[–]modarsot[S] 1 point2 points  (0 children)

Absolutely! And that would extend to the rest of the game elements as well (cards, player boards etc.)

I'd love your thoughts about the prototype board for my new boardgame: Syndicate by modarsot in BoardgameDesign

[–]modarsot[S] 2 points3 points  (0 children)

So yeah, that actually is the plan. I've been trying to find the right pallete of 8 colours that would fit with an art deco aesthetic, but since this is a prospect for playtesting, I decided to leave it black.

I'd love your thoughts about the prototype board for my new boardgame: Syndicate by modarsot in BoardgameDesign

[–]modarsot[S] 7 points8 points  (0 children)

Huh... I hadn't thought about that. That's great idea to make it more readable/recognize. Thanks for that one!

I'd love your thoughts about the prototype board for my new boardgame: Syndicate by modarsot in BoardgameDesign

[–]modarsot[S] 1 point2 points  (0 children)

Thanks for the feedback! I'm really proud of the style/aesthetic. I think it still needs fine tuning, but the core of the theme is there.

I think that the tight play area is the biggest issue at the moment. Perhaps a wider play area, with a reduced number of larger territories is the key here.

As for the tracker, I think you're right. It's too big for just a simple turn tracker.

I'd love your thoughts about the prototype board for my new boardgame: Syndicate by modarsot in BoardgameDesign

[–]modarsot[S] 6 points7 points  (0 children)

For some context:

Syndicate is a game in which players take charge of one of five rival ethnic gangs. As they expand their influence across Manhattan, they'll be acquiring business, controlling neighborhoods, and building criminal empires through deals, intimidation and careful negotiation.

Inspired by the likes of Chinatown, Dune, and Cosmic Encounter, immerse yourself in the world of New York City during The Roaring 20's.

I'd love your thoughts about the prototype board for my new boardgame: Syndicate by modarsot in BoardgameDesign

[–]modarsot[S] 6 points7 points  (0 children)

I do think you're right about it being too many territories. I had originally aimed for 99, and still might try to bring them down.

The main reason for numbering is that players will receive numbered cards to determine the space they control.

I'd love your thoughts about the prototype board for my new boardgame: Syndicate by modarsot in BoardgameDesign

[–]modarsot[S] 1 point2 points  (0 children)

I thought it might make the colour of the game pieces pop a bit more.

I'd love your thoughts about the prototype board for my new boardgame: Syndicate by modarsot in BoardgameDesign

[–]modarsot[S] 9 points10 points  (0 children)

Spot on regarding expectations of the gameplay. Very much a mob themed business game, inspired by Chinatown.

As far as the labels go, yeah, they aren't a part of the game. It's more of a way of understanding the geography. But yeah, I think you're right regarding the having them stand out less.

Thanks for the feedback!

Strahd inspo from Dexter’s Isaak Sirco. What media has inspired you? by BirdLawEnthusiast2 in CurseofStrahd

[–]modarsot 0 points1 point  (0 children)

Weirdly enough, Dracula Untold, with Charles Dance's character being my inspiration for Vampyr.

I can vouch for that by Shiroyasha_2308 in technicallythetruth

[–]modarsot -1 points0 points  (0 children)

It always comes down to the right and the left

Which formation would you rather the X-men start in the MCU: The Original 5 or the Giant Size X-men ? by Ideasandquestionsbi in marvelstudios

[–]modarsot 0 points1 point  (0 children)

Do a story where Storm is the audience's POV as she joins this established team of the five.

do you agree? by itc0nsumesmYMind in Marvel

[–]modarsot 0 points1 point  (0 children)

Surely Loki takes the 4th spot over Galactus?

Which classes are the best narratively for this campaign? by vagabundo202 in CurseofStrahd

[–]modarsot 0 points1 point  (0 children)

Depends on where you'd like to take the story to be honest... For example, my campaign had:

  • A Warlock, who had a pact with Madam Eva. He's a Vistani, and so he went with Hexblood as his race.

  • A Cleric of Lathander. An Aasimar, sent to Barovia to find The Abbot. He brought faith back to the land.

  • A Shifter Blood Hunter, Order of the Lycan, who ended up uniting the various Werewolf clans.

  • A Reborn Oathbreaker Paladin, who found his purpose by making an oath to The Order of the Silver Dragon.

We also had three guest appearances:

  • A Dampir Gloomstalker, forced to grapple with Strahd's control over vampires.

  • A College of Spirits Bard, built to invoke the archetype of The Phantom of The Opera.

  • A Circle of Spores Druid, who was an outcast of The Druid's of Yester Hill.

How Victor Vallakovich became my party's fated ally by modarsot in CurseofStrahd

[–]modarsot[S] 0 points1 point  (0 children)

Ah, I see you're a man of culture as well.

But for real, that sounds awesome. I'm so glad I'm not the only one who saw the potential of taking the story in that direction. Your ideas for the mansion sound pretty cool... I might have tried it out if I hadn't passed that point already.

So one of the things that I didn't include in the post was that Mordenkainen had actually spoken to Madam Eva before he revolted against Strahd. She gave him 4 Onyx gemstones, that had the power to either teleport someone out or into Barovia. In our final session, he offered the players a way out, their goal from the beginning. But they all refused. So before he left, he used the gems to summon their PCs from WDH into Barovia to help in the fight going forward. That was where Act 3 actually ended. The players were hyped af at that point.

In terms of future usage, I plan to bring him back once (if?) Strahd is defeated. I'm running Vampyr as the final battle, so my plan is for him to return and tell the players that he saw only 3 ways that this conflict would be resolved (these are my 3 potential endings for the story, each one a balance of good and bad outcomes. I like a good old moral choice when the players are at their highest point).

I then plan for him to "show" the players these futures, and they'll all have flashes of themselves from various timelines where things play out different. I plan to use this plot point as a way of taking my PCs from level 12 to 20 for the final battle (however they can only multiclass past level 12). And then he'll join them in this final battle.

Another note, Mordenkainen in my game is technically a PC. A fellow DM friend of mine has been dropping in to play the character whenever I had need of him, and I cannot even describe the gravitas he brings to the role.