Originally published at Kickin’ the new Kuh-nowledge. You can comment here or there.
Due to some prodding and begging by yours truly (and a little help from my friends), I was able to convince Ian to include me in the reporting crew for D&D Minis at GenCon. In order to be fully prepared for the event, I’m trying to come up with a list of questions I can ask some of the players and designers while I’m roving the Sagamore Ballroom covering the big event. Here’s a preliminary list. If you have anything to add, please share your thoughts in the comments.
- Where are you from?
- What do you do for a living?
- Which set did you start with?
- Do you also play D&D?
- Is this your first Championship?
- What has been your most memorable Championship experience?
- What’s your favorite piece and why?
- Who do you think is the most underrated player in the game?
- Is the Championship field what you were expecting?
- Is there anything you particularly like or dislike about the direction of the game?
- Which piece gives you the most trouble?
- What kind of mini will you design if you win?
- Which is your favorite map?
- If you could change one thing about the game, what would it be?
- Who is your nemesis… and do you have any smack you’d like to talk?
1) Maps or Tiles?
I think this is a defining question for me. Tiles were just another form of game play which I did well at. The maps are okay, but I think the pretty factor blinds people to the complexity of them (Thieves Quarter should not have been made, but with the simplifying of the game hinted at I suspect it is going to be fixed in two sets or so). I think that maps have simplified the game, and that the current direction is that of more simplification, toward a more mass market. But then I think most of the DDMs go into role players collections, not skirmishers.
2) Cases or Auggies/Singles
3) Internet or Bricks’n’Mortar
Yes, that was a major shift in the game. I also did well with tiles, but I enjoy the maps too. I wish they had figured out a way to combine the two.
–sam
If your questioning game designer’s, ask about the simplification. For example CoDA searing light vs Warpriest of Vandria, save vs auto damage. I’m thinking that Thieves Quarter was designed with Dungeon of Dread’s rules(that’s when we get mount rules?) not the current rules. Maybe the question isn’t simplification but return to more entry into D&D (MindFlayer Lich/Raistlin MM hit incorporeal or the starter having a basic party vs Dragon). Are saves going toward only effects (Ice/Earth vs Fire/air Mephits).
I think Tiles were good for general game players, but did little to promote the fantastic nature of D&D. Maps were probably a good move for the product and have been reasonable for DDM.
Good questions… will do. 🙂
–sam