Time for more panel-goodness. This time it’s the Wrath of Kings development panel.
At the table we have Eric Kelley, Leif Paulson, and Michael Shinall.
Wrath of King’s story is not told through exposition. Instead, it is told through narrative. There is a full novel-style book within the rulebook. Unit entries are ‘encyclopedia style.’
Each house appeal to different styles of gamer. Goritsi, for rogue-fans. Sahel-Han for the jack of all trade players.
Narrative mostly done before development was all done and drove the the creation of the styles for the factions.
For example, Shael-Han, feels like an old Kung-fu movie in skirmish game form.
The game has been in development for a long time and through several development teams. Some core elements remain, but, for example, each unit got new special abilities to make each one unique.
Some changes did happen, though, such as some change in the focus about units and leaders and the interactions between them.
An important thing is making the rules marry the fluff and have one influence the other, back and forth.
As with other projects, game balance is a major point of concern. It’s always an ongoing project, especially when you look to expand the game.
There is a push to create a living game that can be amended as soon as a problem is discovered.
There’s a sense of wanting to always allow you to be able to take the figures you want to play and not feel you’re handicapping yourself or be considered cheesy by others.
The trade-in program that Dark Age uses will be used for Wrath of Kings. So the rules will be online for free, always. You will be able to always get a new rulebook in trade for an old.
The tandem with the fiction is also planned. It has worked well for the start, and it will continue into scenario book and future expansion books.
Each house has different motivations that drive their actions. This is reflected in both aspects of the game.
There are currently 5 factions, but there may be more in the future. *surreptitious glance*
Shael-Han was tough to narrow in on, side the ‘toolbox’ style of them has gone through several forms to make sure they weren’t too strong or weak or overly complex.
A major factor was coming up with a price point with models where you can get something like 14 models for about $35. This is to make it as accessible yo as many as possible.
The motivations do stretch between factions. No one faction is treacherous or about intrigue. Each faction has access to two.
Giving cool names is part of the fun is coming up with cool names for units and abilities. A great way to inject flavor into the game.
Quirks and nods are there to be found and enjoyed.
Five houses was a sort of odd place to start, but it gives plenty of diversity without being too much all at once. For any new game, four would be the minimum. So five gives you enough to work with so it’s not a straight rock-paper-scissors type of thing.
Like Dark Age, there will eventually be new factions as to avoid faction bloat where is just a new skin of each other.
This will happen.
Be prepared for it.
However, models will not become banned because of it. You will always be able to play them.
Possibility of allies between the factions as well, possibly via a special character rule.
Online content is in the works as well. Campaigns, scenarios, special rules, and more.