Nigeretalbus
2018-05-05, 07:00 AM
After reading this lovely LP (http://www.giantitp.com/forums/showthread.php?207903-Let-s-Play-How-To-Host-a-Dungeon/) of How to Host a Dungeon (http://tonydowler.com/projects/how-to-host-a-dungeon/), I've discovered a playtest document of a second version!
The following is me trying to play according to the current playtest rules (April 2018 Draft Version (http://tonydowler.com/wp-content/uploads/2018/05/HtHaD-April-2018-Draft.pdf ), from the HtHaD V2 Google Group (https://plus.google.com/communities/105103134621012592445)).
I'll be using MSPaint to create maps.
Furthermore, I'll be noting my thoughts about some details - after all, this is a playtest version, and I've had great fun with the original HtHaD.
================================================== ==========
The Primordial age is used to generate a basic map with various features, resources and dangerous elements.
Instead of using the location of physical dice on the map or a grid, the game introduces a set of lines to divide the map into 8 zones called "Strata".
There are six examples given; of note is that one zone serves as "Surface" while the other 7 are "underground layers".
https://i.imgur.com/XY5bakj.png Primordial world #1
https://i.imgur.com/lFvsLbs.png Primordial world #2
https://i.imgur.com/5vol4nr.png Primordial world #3
https://i.imgur.com/KfIV0kC.png Primordial world #4
https://i.imgur.com/NFdFTKp.png Primordial world #5
https://i.imgur.com/3vxDucV.png Primordial world #6
After rolling 1d6 to pick one of the six examples worlds, one generates the feature (Ore, Gems, Caves, Water, Magma, Biome, Nexus or "Just rock") that defines a single zone / stratum.
*I like the example Primordial worlds; this allows a quick start without restricting the creative freedom of a player.
*I don't like the lack of a warning for players who want to playtest the Magician civilization to create a large Surface Stratum
*I'd suggest a simple note for such players to create a primordial world "Portrait style" with plenty of space above the surface to allow for the "buried civilization" feature after the Age of Civilization
After some rolling and MSPainting, here is my world after the Primordial age:
https://i.imgur.com/A5z6dpU.png?1
================================================== ==========
Just as the original incarnation of HtHaD, there are several civilizations to choose from.
The Dwarves and Demons are back, alongside a new civilization option, the Magicians. The Deep elves are mentioned in the writeup, but are missing rules.
The Magician civilization is less polished than the Dwarven and Demon civilizations.
My first playtest shall be using the Dwarves, as these are called out for first-time-players; this is the first time I will be playing HtHaD Version 2, after all.
*I like the new layout of civilizations; it is easy to understand and apply.
*I don't like the lack of rules about multiple civilizations and conflict between civilizations; these rules were great fun in Version 1 of HtHaD.
*I'd suggest template or set of guidelines to create a civilization to encourage players creating additional content.
After some more MSPainting, here is my world at the start of the Age of Civilization:
https://i.imgur.com/se0wa2G.png
History Log:
BW 0
A mining expedition, spearheaded by newly trained giant moles has found a gold vein!
Naturally, the enterprising dwarves immediately erected a minor outpost to capitalize on the golden opportunity and founded Malzheim.
BW 1
More Dwarves joined the gold mining business;
Additional vaults, dormitories and a Workshop for Goldsmiths were built.
================================================== ==========
https://i.imgur.com/aW2SGwY.png
History Log:
BW 2 -5
Malzheim grows, adding more vaults, dormitories, a Trophy Hall, a Powerplant, a Smelter, and an Underground Highway (the 'Malzheim Railway').
================================================== ==========
https://i.imgur.com/wvZqfUE.png
History Log:
BW 6-8
Malzheim grows, adding more vaults, dormitories, a Furnace, an Impossible Engine, a Doom Weapon, and an Imperial Throne room, before digging too deep and fleeing from some horror below.
*I like the many options when building something.
*I don't like the reduced danger; with only 1 Nexus "zone" possible and the "Cave" zone having only a 1/10 chance to spawn a Monster, the development of the civilization seems too..."safe", somehow. It seems to progress linearly and steadily without setbacks.
*I'd suggest to make Fortifications relevant for conflicts in the Age of Monsters. Ooops, apparently fortifications already provide defensive benefits for conflicts in the Age of Monsters.
================================================== ================================================== ======
The Age of Monsters
Coming soon...
The following is me trying to play according to the current playtest rules (April 2018 Draft Version (http://tonydowler.com/wp-content/uploads/2018/05/HtHaD-April-2018-Draft.pdf ), from the HtHaD V2 Google Group (https://plus.google.com/communities/105103134621012592445)).
I'll be using MSPaint to create maps.
Furthermore, I'll be noting my thoughts about some details - after all, this is a playtest version, and I've had great fun with the original HtHaD.
================================================== ==========
The Primordial age is used to generate a basic map with various features, resources and dangerous elements.
Instead of using the location of physical dice on the map or a grid, the game introduces a set of lines to divide the map into 8 zones called "Strata".
There are six examples given; of note is that one zone serves as "Surface" while the other 7 are "underground layers".
https://i.imgur.com/XY5bakj.png Primordial world #1
https://i.imgur.com/lFvsLbs.png Primordial world #2
https://i.imgur.com/5vol4nr.png Primordial world #3
https://i.imgur.com/KfIV0kC.png Primordial world #4
https://i.imgur.com/NFdFTKp.png Primordial world #5
https://i.imgur.com/3vxDucV.png Primordial world #6
After rolling 1d6 to pick one of the six examples worlds, one generates the feature (Ore, Gems, Caves, Water, Magma, Biome, Nexus or "Just rock") that defines a single zone / stratum.
*I like the example Primordial worlds; this allows a quick start without restricting the creative freedom of a player.
*I don't like the lack of a warning for players who want to playtest the Magician civilization to create a large Surface Stratum
*I'd suggest a simple note for such players to create a primordial world "Portrait style" with plenty of space above the surface to allow for the "buried civilization" feature after the Age of Civilization
After some rolling and MSPainting, here is my world after the Primordial age:
https://i.imgur.com/A5z6dpU.png?1
================================================== ==========
Just as the original incarnation of HtHaD, there are several civilizations to choose from.
The Dwarves and Demons are back, alongside a new civilization option, the Magicians. The Deep elves are mentioned in the writeup, but are missing rules.
The Magician civilization is less polished than the Dwarven and Demon civilizations.
My first playtest shall be using the Dwarves, as these are called out for first-time-players; this is the first time I will be playing HtHaD Version 2, after all.
*I like the new layout of civilizations; it is easy to understand and apply.
*I don't like the lack of rules about multiple civilizations and conflict between civilizations; these rules were great fun in Version 1 of HtHaD.
*I'd suggest template or set of guidelines to create a civilization to encourage players creating additional content.
After some more MSPainting, here is my world at the start of the Age of Civilization:
https://i.imgur.com/se0wa2G.png
History Log:
BW 0
A mining expedition, spearheaded by newly trained giant moles has found a gold vein!
Naturally, the enterprising dwarves immediately erected a minor outpost to capitalize on the golden opportunity and founded Malzheim.
BW 1
More Dwarves joined the gold mining business;
Additional vaults, dormitories and a Workshop for Goldsmiths were built.
================================================== ==========
https://i.imgur.com/aW2SGwY.png
History Log:
BW 2 -5
Malzheim grows, adding more vaults, dormitories, a Trophy Hall, a Powerplant, a Smelter, and an Underground Highway (the 'Malzheim Railway').
================================================== ==========
https://i.imgur.com/wvZqfUE.png
History Log:
BW 6-8
Malzheim grows, adding more vaults, dormitories, a Furnace, an Impossible Engine, a Doom Weapon, and an Imperial Throne room, before digging too deep and fleeing from some horror below.
*I like the many options when building something.
*I don't like the reduced danger; with only 1 Nexus "zone" possible and the "Cave" zone having only a 1/10 chance to spawn a Monster, the development of the civilization seems too..."safe", somehow. It seems to progress linearly and steadily without setbacks.
*I'd suggest to make Fortifications relevant for conflicts in the Age of Monsters. Ooops, apparently fortifications already provide defensive benefits for conflicts in the Age of Monsters.
================================================== ================================================== ======
The Age of Monsters
Coming soon...