Rogue Dungeon: A Rogue's Tale - all about the new expansion
Transcript
Hey everybody, welcome back to the dungeon dive. Daniel here. I hope everyone is doing well and if you're not, I hope you are soon. And hey, I am joined again today by uh John and Albert and uh they are two of the three creators of Rogue Dungeon. And uh longtime viewers of the channel will know that Rogue Dungeon is one of my favorite uh solo dungeon crawls. I would say it's a top 10 game for sure for me. And I know a lot of people like it. A lot of people have been asking me about the uh new campaign. I think it's called A Rogu's Tale. Is that correct? That's right. Yeah. And uh my answer to them before today has been I don't know.
I know. I I haven't seen anything. I know I know almost nothing. I know only what I've seen on the Kickstarter page. So, uh how have you guys been since the uh since the last campaign? We've been pretty busy. Um yeah, I don't know. Uh John's got a lot of he's got a lot of projects. Uh we tried to get, you know, 90% of our content ready for uh for this Kickstarter. Like we've been working on it last year. Okay. We have we have most of the content uh ready. You know, we're going to make some prototypes. We're going to do some play testing and um after after this, well, actually, we're in the process of already doing some of that stuff. Uh you know, so yeah, we've been we've been busy, but things are good. So, we're we're back trying to you know, one of the things we hear from you guys is, uh yeah, Rogue Dungeon is really fun, but uh you know, it'd be really cool to have some expansion stuff. So, you know, we're we're trying to make more stuff for you guys. And um and that's one reason why I want to talk with Dungeon Dive is, you know, because I think you kind of connect with the backers um and and you understand kind of what people are looking for. So maybe we can get some ideas uh on what would be important to uh put into the game.
Uh you know what? We're gonna be joined by one more. Uh here we have Chad. So Oh, nice. All right. Chad is joining us. All right. So, here we go. Chad is coming on. Yeah. So, so did you guys kind of start working on this new stuff as soon as the old stuff was done? Had you Hey, hey, Chad. How's it going? Daniel, we uh we just started. So, just kind of doing some introductions. So, so now we have a three out of three. So, nice to see you, Chad. I know you couldn't join us on the on the last uh the the interview we did us we did a while ago but um so yeah how quickly after the last campaign kind of finalized did you guys start working on this on this new stuff? Uh the last campaign finished up in uh yeah we Okay, so that was 2023. We did that um we didn't we didn't fulfill until about maybe February or March. Um then we were kind of busy with the second printing because you know there was still a lot of demand and we had already sold. So we I I want to say we started we took maybe like a few months off just like kind of rest and recuperate because it had been kind of a long process. We we kind of felt rushed like we we kind of rushed ourselves to get everything done. Well, you guys delivered that really pretty quickly. I mean you guys were you guys almost hit your target uh shifting. Yeah. And I kind of found out from people that like, you know, a Kickstarter that ships
within a year is is pretty good. And you know, our original target was like less than that. And so I think we ended up being about a year. So we feel pretty good about about what we delivered. And and it was definitely a lot of work. But I want to say like last summer around maybe a few months after the Kickstarter finished, uh, we I think started talking about what we want to do for the for the next, you know, for the expansion. So we we kind of started working on it almost right away. Um, we were kind of trying to figure out, well, what are we going to do? We already knew that we had sewer content because that was one of the stretch goals. That was one of the stretch goals, right? Yep. And uh had we hit that, you know, it would have it would have added a lot of uh delay because, you know, we would have needed to fill that out and make that. Um we like to kind of do for the expansions we you know, I know I know there's been a lot of uh requests for like small expansions like here's a pack of 10 cards or 20 cards. Oh yeah. Right.
and and like one of the things that we kind of do is we sort of had these modes like the tomb or the dungeon and you know you get a set of cards it you know we like to play test and balance and make it all kind of feel so while we we can take like an Iron H approach where you kind of have these smaller packs it's something we might look at doing in the future you know um but yeah we kind of like making these sort of whole modes um of the game sort of like tie in with theme and and and it helps with us just balancing and stuff. So, so we came up with the idea of having like we were going to do two castles and sewers and then uh Chad's been really involved and and you know he's kind of driving the uh the campaign. Um, yeah. So, so that's kind of that's kind of his baby because, you know, they these guys even before we started Rogue Dungeon, they have a lot of experience with uh doing RPGs on Android uh Tales of Valyria series and so they've got a lot of uh experience with with RPGs. So, he's kind of been the mastermind of the of the campaign.
So, as far as like the the vision for this new, you know, this new um campaign, this new kind of direction or not direction, but this new stuff that Rogue Dunge, what what was what's kind of like the cohesive uh vision that you guys wanted to to tackle with this new stuff? Well, I I think that one of the things that that that started this off would be um was when you did the review of Rogue Dungeon. Um, I never I never been I have like I'm surrounded with games and I've never I never saw a card holder before. Like I I I don't I don't know why, you know? I don't know how that was, but I what I saw I was like, why does the game look cooler? And so, um, I was like, we've we've got to do that somehow. And so, um, that that was one of the things that I knew I wanted to bring to these new expansions. And then the the the whole idea behind the campaign is just to give glue to the rest of the you know expansion so that so that you know you can tell a broader story you know. Um yeah so that's interesting. So you kind of see this new kind of that the I guess the campaign part of this new rogue dungeon is kind of like you said it's kind of adding a cohesive kind of direction to everything else. Yeah. So, you know, because uh so basically what it is is it's it's hex crawls um well
dungeon crawls um separated by a bit of a hex crawl. So it's like dungeon crawl, then you go to the hex crawl, and then you um then you go to the town, and then you go back to the hex crawl, and then you go back to the dungeon crawl. So it's it kind of progresses like that. Um that's the that's the basic idea. And um yesterday I I updated the the uh the Kickstarter page with uh like basically a series of of of play, you know, how how you set up the game and how you um go between event event and the streamlined system that we we come we came up with after struggling for, you know, uh weeks to kind of get it right. Um, so yeah, that that's basically what the the campaign is is just like wilderness uh wilderness travel um that you know that kind of in a map that glues all the dungeons together. So you have this world. So there'll be Yeah. So, I mean, that's like, you know, I always I always talk about my kind of ideal game, and it's like uh I love the broad hex crawl, the broad view of the hex crawl, and then you get to, you know, you land on a hex, and then you get to kind of uh drill down into the details of of that dungeon or that town and and combining those together. So, when I saw your hex map, I was like, "Oh, okay. This looks like uh this looks like something right up my alley."
Yeah, it's heavily influenced by D and D Hex Crawl. I mean, that's basically what it is, except for instead of rolling a dieice for a random encounter, you you you know, you're paying you you know, we have these this this coin which represents you know well represents um several things. Um it it represents like a provision because um why should we have you um convert gold into provisions, right? And then so you have this fiddly thing where you're you're constantly converting the you know buying provisions and then so so we you know you could have these provision counters and then the gold and then um we we have you know the XP and so um I don't know if you if you read this but we've combined all of this into a single element and so basically you can um uh as opposed to every time you move a space you know you would like roll a dieice to see if you have a random encounter you know that just felt that just felt fiddly like like let's advance a day and then like roll the dieice and then you know see if you have an encounter and and instead what we what you do is is you um lay your money down to pay for your trip essentially and we call it like charting the course and so you lay them down. You lay them down face down and then the the the realm of the the coin of the realm or the empire is stamped with you know the right frequency of events that we want. Right now it's oneird. Okay. Okay. So, oh, so I saw that and I like that idea how uh you're paying for your travel. You're paying for like, you know, you're paying your henchmen or you're you're paying
for your food and you lay your coins out on the hex map and however much money you have, that's how far you can travel. And then what you're saying is on those coins, they have a heads and tail side. So like on the tail side are do you have a random encounter or not? Yeah. Oh, that's super cool. Yeah. It's like it's like supposed to be like like an old Roman silver coin, right? And on one side is is a right now we have a traveler, but it could be a soldier um to look more imperial, but that sign and he's walking, right? So that signifies the travel, right? And so that's the thematic buyin on that. Then on the on the back is um either a cornucopia, which which kind of represents, you know, you food and plenty and kind of peace. You know, that that that means you didn't find an encounter. That's a good idea. Yeah. Yeah. On the other side there, but there's also a certain number of them pressed with a battle on the back. And if you get a battle, then you you draw an event based on that terrain that you're that that terrain you're in.
So if it's a hills, you draw a hill, you know, or swamp, you draw a swamp. And um so then um it it allowed us to um just merge all of those into a single single thing. Also, in the base game of Rogue Dungeon, you're always being rewarded XP, but you're being rewarded XP at a level that's too much for a campaign. So, yeah. Right now, what happens is the XP automatically gets converted to the to the coins. And there's there's a precedent for that in that if you if you think about old school D and D, you actually get experience for killing a monster. you you got experience for getting a gold, you know, so you could outsmart the monsters and not even fight them and get the gold anyways and you'd still get the experience points. So there's kind of um so so to kind of uh stretch out the XP system, you're using your gold not just for traveling but also for buying your your characters new levels and Yeah. Yeah. Exactly. Yeah. So So instead of XP Yeah. Actually, um I I I should have thought it seems obvious to think of it that way, but I never quite thought of it that way. But that's kind of essentially what what what we are doing is that is that we stretched it out. So that XP you're you're spinning in on other things. But you can also um you can also sell the loot to get the the Luna. So the the the the it's a silver coin that's shaped like the moon. And so here's here's the other cool thing that I haven't even got to that these coins are doing is that when you put them up, right, you put them in a in a moonphase like uh counter
holder, right? So there's there's six slots in the in the there's six slots. No, there's five slots and each one holds six um tokens. So um so we have five moon phases that we that we use for our moon gates. So, you just fill these after you pull them off the board. You put them into the into the um this, you know, this uh tray, the moon tray to signify the passage of time. And that way you know what moon phase you're on and and so the whole system just kind of works. It kind of runs itself. Yeah. So, you fill in your time and as as those slots get filled up, I imagine uh certain things progress in the in the campaign or in the world as as time goes by. We have a full moon event. So, anytime it tells you what it also you it keeps track of your which phase of the moon you're in, which activates different things in the game. So, they're like moon gates in the game that you can travel on. And so depending on which phase of the moon that you're in, you you can activate different uh moon gates. Oh man, that sounds really cool.
Yeah. So tell me a little bit more about the random encounters. Um I I love random encounters, especially if it's from a deck of cards, especially. So what kind of variety are we looking at? Like are there combat and non-combat? Uh good and bad things. Oh, yeah. Just just the the the the gamut. I mean, it's just the no one's going to have played a game quite like this before. I I I've not ever played I mean, that's why we, you know, I started making Rogue Dungeons in the first place cuz it seemed like this obvious game that should exist, but it didn't. And just like uh just like that, the Hex Crawl is going to be like that except for um you know, I'm I'm generation X, so I'm getting up there in in the years. And so I've played a lot of, you know, D and D and a lot of um, you know, campaigns and, um, you know, I got three boxes of Warhammer Quest right there. and and uh so that's just to say that um I didn't want it to be feel like the same old um the same old you know not afraid to you know take some chances with the the narratives not afraid to explore um some you know there for good or bad there you know right now I'm anticipating having some kind of more adult themed content in it because you know I've I don't know I've I've gone to Mordor or to throw the ring in the fire, you know, just you you know, the basic stuff, you know, it it just doesn't excite me anymore. So, the the content
um you know, um one of the things that that we're that I'm exploring a lot with the content is in Tales of Valyria. So, in a lot of ways, this just became the board game version of Tales of Ya. I didn't mean to do that when I started out, but it really has. That's what it's transformed into, but it's actually working out really well. So in Tales of Valyria, we had like this karma system, right? So if you if you if you found a, you know, um like a b little birdie on the road that was um needed to be nursed back to health, you know, you could get your karma up and then if your karma was high enough, that might trigger an event that that that caused the um an angel to come visit you and give you some gold or something. Um, so at first on this we we came up with like a a karma system like we were but I didn't really want you moving a little block around and then saying and then having events that said if your karma is above this you know um so basically what we we we have is like a mark system now. So, one of the things you can get is become you can get the mark of a murderer, right? But I know like me from playing Tales Valyria, I never would ever I never play bad. I never do the the bad bandity things.
I've never I never, you know, hurt any innocents or whatever, but so like some of these narratives like um I don't want to give anything away, but I I'm trying to create situations where you get someone wounds you so badly that you might be out of character and you might kill somebody and then get that mark of the murderer, which means the next time you have a run in with an inquisitor, you know, they're going to call the guards on you and and you know, if you don't evade them, you're going to end up in prison. And we have a entire quest that's a prison sequence and you know the scales of justice and all of that. So we're, you know, you can literally do hard time in this game. um and spend years and and and time can pass and you know there each year you spend in prison you you draw an event which is you know kind of like what was going on in the world at that at that yeah like was there like um a good year for the food in the prison you know did you did you you know did they underfeed you and now you lost one one strength or something like that or um so the events are more than just random combats right you have all kinds of uh it advances story. You you discover uh plots or quests in in some of the random events, right? It's not just, oh, here's a, you know, a fight like Yeah. Yeah.
Because that's how I'm able to get you to maybe do some things out of character, right? Cuz I'm going to build up these. So, the the henchmen in the game no longer just a meat shield, right? Like this could potentially be your love interest that you're going to like say, "Okay, I guess you're going to get the you're going to eat that." Like I mean I like I'm exploring like would you really how would you feel about like your your wife you gonna really use her to block the blow you know? Um and um so there's going to be some things like that or you know your your your best friend that you've gone on all these adventure with like um what happens if somebody you know kills them like how would you react to that you know um what would you do? That sounds cool. So, so with with these two new environments, we have um this we have the new the sewers and the castle. And so that brings the environments up to five total. Is that correct? Because there was three from the earlier game. I think it's I think it's four environments we dungeon, tomb, sewer, castle. Okay. And then five, I guess. Um the fifth one would be the hex crawl, I guess. Right. So those four kind of like card packs of the the the the environments, are those used the same way in the campaign mode or will you you know will you will those be combined in different ways? How how do you incorporate kind of like the base game stuff with the new environments with with the campaign stuff?
Did you want me to answer that, Albert, or you want to take that? Um, well, it kind of depends on how you have the Dun. So, so each of the dun the quests whenever you go into a dungeon in the uh campaign, he he you kind of set up a little scenario. So, it's not like it's not like you play through five levels of a typical rogue dungeon game. Oh, okay. you know, uh, you know, he might limit it to one level or two levels or three levels and and they're very set on a certain level because obviously we've already covered that in the campaign you level much much more slowly. So, you're going to go into a dungeon and you're probably going to be a certain level or, you know, but you can actually go to like a hard a hard dungeon and just get killed or maybe you have some gear that can help you survive a hard dungeon maybe. Um, or you can go farm stuff out of easy dungeons. you know, so you have it's not level scaled, um, as Chad likes to say. Okay. Okay.
Yeah. So, so there are set easy dungeons, kind of medium dungeons, and hard dungeons, and you have to choose when you want to go to to and not all the dungeons might be available at the beginning. So, you might have to like reveal or discover quests that open up, unlock certain dungeons. You know, not all of them are going to be on the map at the beginning. You're going to have to unlock them and then the location will show up. you'll have a little token for it on the map somewhere. So, it'll be a hidden and you'll have to reveal it. But the dungeons themselves will basically be kind of a it's kind of TBD, but I think the plan is is they're going to be simple little scenarios like you're going to play uh you know two levels of the sewer on level one or level one and two or maybe you know in a in a later plot you know you might be in a certain part of the castle on levels four and five or or maybe two levels of five and that's going to be you know a difficult dungeon. So, you're going to play kind of like a subset of of of one of the modes or or packs that we have.
And, you know, it might specify like what map you're using. I don't know. It's it's kind of like limited to what we can put on the quest cards or or on the on whatever. Um, so so that's still I think Chad has a lot in mind. Maybe Chad can expand on that. Yeah, I I'll jump in now. Thanks for um um I just didn't want to monopolize all the time. Um, and and you did a good job explaining that. So the the way that the the dungeons work is right now there there's 24 of them. Um, and so they every every dungeon has a dungeon card with it and in that dungeon card is a description of the dungeon and every dungeon has a boss. So um, and every boss has a boss loot, right? So um, and each one of the dungeons has like four properties. So you're going to like what is the dungeon type? Um, excuse me, Blar. That's okay, my boy. Okay, so every dungeon has a um, you know, four properties. It's basically what is the type of dungeon? Oh, so we broadly use the the the term dungeon to refer to all of the dungeon. Yeah. An environment.
Yeah. Yeah. Yeah. So, we have the sewers, the tomb, the um the the dungeon, and the castle. And so, that would tell you what which one of those it is. Then, it would say what the depth is. So, would you be doing one level, two levels, or three levels? And then there's the level of the dungeon, like is it a first the entire thing, a first level, or is it second level or third level or whatnot? And then it tells you what the the boss is. So, when you get to the bottom, just like where you get to the end and you would normally um like take a random boss, this time every every dungeon has a boss that's kind of tailor made for that dungeon cuz every dungeon has like a a description um and and like some really nice um flare, what gives it some character and and we have some really um cool bosses that we're coming up with. And um anyway, so that's kind of like the we don't want to get too fiddly with the the dungeon. I like it's going to be basically um most of the time it's going to be a um a just like a vanilla version of of Rogue Dungeon, you know, or the sewers or the castle. Um depending on um um which, you know, which one you go into. And so you won't, you know, most of the time I'm not going to be like saying you've got to use these cards or like I I didn't want you to have to say like get this card, this card, and this card to form a dungeon. You're basically going to be um I might pick a map. Uh there might be a specific map that you might have to play or or or whatnot. Yeah. So the when you
go into a rogue dungeon, when you go to a dungeon, it's going to be like an other than the the things I've already mentioned, it's going to be like a just like a normal game of rogue dungeon, kind of a kind of almost like a a truncated version because they're going to be they're going to be shorter experiences, little more a little more bite-size for for each dungeon. Yeah. I I didn't want to like I wanted to break up the play a little bit more because you know going through five levels of rogue dungeon could maybe take an hour or two you know so I wanted it to be broken up a bit more than that and and actually I don't you know you know um also because of the way that um we you know we only have like 10 or 11 monsters per level um so we we you know if you're going to be at level one the whole time you know if you go you know we might run out of level one monsters um that that's like a you know that wasn't the reason for why I was doing what like it was mostly because I wanted it to be a little bit more bite-sized chunks you know so that you you're constantly getting a variety of things as you were playing I I think that's maybe what the campaign is going to be most about is the fact that the play is going to be um a variety and broken up um a lot like that sounds cool I I I'm really glad that you mentioned how you're trying to stay away from as much as possible trying to stay away from uh requiring the players to look through all their cards to build their dungeon.
Yeah. Because I don't like that for for two reasons. One, I don't like knowing what I'm going to be discovering, you know? If I have to build my dungeon, like, well, I I know I know what's in here. And then two, it just adds a lot of time to Yeah, exactly. It didn't want anything fiddly. Um, but that makes it so that I can't really inject too much story into the middle of the dungeon, you know, but I, you know, I still I still could. Yeah. So, like that's one of the things that we wrestled with is uh because in the digital game it's quite the opp it's different. Uh, in the digital game we and you know it has the benefit of being on the computer. So, you can do you can you can do a lot of setup for the player um on a board you know they're having to do the setup. So, it's quite different because in the digital game, you know, each of the dungeons were kind of very the kind of a certain set of cards or or you know, like there were a lot of scenarios that were just very specific and and somewhat crafted.
Um, you know, if nothing else, just a certain set of of rooms or whatever. And so we were debating that, you know, early on last year of like, you know, do we want how how like how much of a detailed scenario do we want to have the players create versus just letting it be kind of random? And Chad, actually, this is a really good idea. You know, it sounds like a lot of people like the idea of having a mixed dungeon. So, we're it's not just a sewer or just a castle or just a, you know, maybe maybe we could have a dungeon that mixes uh mixes some of these, you know, uh possibly. Um yeah, we definitely could do that. The only thing is if you start mixing the cards then then it could get a little fiddlier because now you have to un unmix them. Yeah. Re resort them and everything. But I mean, you could Yeah, you could like stack it, you know, where you start in the castle and then the next level is the sewer because you've worked your way down or something. Yeah.
So, I'm curious about the uh the campaign because there's there's a couple of different ways that games handle campaigns and I think there's like two there's kind of two major categories. We have campaigns that are very uh narrative focused where where you're you're you're the players are working their way through a pre-written story and then we have more sandbox campaigns where the story is kind of more up to the player to connect the dots. It sounds like this is a little bit of of a mix of both or is it leaning one way or the other? Um maybe I'd like to think that it's the best of both worlds actually. It's it so there's going to be a lo a lot of emergent storytelling because the you know you're going to have all of these events and those are going to tell their own kind of story. Um uh so but then there's you know every okay so to keep the game fresh every time is the you're going to we like the the the current campaign uh it comes with two um main quest lines.
So and we're going to produce more main quest lines. So, every time you play the game, the hope is is that you would have a fresh main quest line to play with. So, let me let me ask this real quick because we didn't really discuss this. What's the what's the goal of the campaign? Like, what what's the what's the end point of a full uh campaign of Rogue Dungeon to complete whatever your main quest line is? It's going to be it's going to feel a bit like, I guess, Skyrim in that like and it could it could change per per narrative. So you you're going to have like the the Okay, so there's all of these basic quests that that are just core quests in the in the game and there's, you know, the core events, right? But every time we're going to introduce like this new thing to it, which gives you a new overarching narrative, which is the main quest line.
And so in the main quest line would come with a different um like character. Um, you know, the the character could be named. Um, it could, you know, it could be of a different race. Could be a dwarf. You know, it could be an elf. Um, you know, it could be like currently the first one we're starting with, you don't you don't even know your name when you wake up. Um, okay. So, so every time you're going to have this new um main quest line, which could be anywhere between 10 and 20 chapters long, and we can do any like we can make the world like you could save the world and the game's over or the world could get destroyed and the world's over. You know what I mean? So it it it's or a lot of times they'll probably just let you keep after you do your your main quest line. You you could just keep going like a sandbox kind of like Skyrim or something where you you you can keep going if you want to, you know, but you'll have completed your kind of goal because you'll have your main quest line completed. You could decide to quit after that or you can your character could retire. He can get a castle in the countryside and retire with all his gold. Yeah. Yeah. One thing we wanted to bring is we wanted the full D and D experience. I call it the full dungeon master experience and which means that um we got to have um some some you got to be able to get a boat, right? And and you got to have some like boat adventures which means you got to fight some um so so you know we'll have some um you know waterbased events. So it based on your travel mode th those will give you different um events. So, if you're if you're on a boat, obviously
you're you know, you're going to need boat based events, right? Or if you're flying in the air, you're going to need flying based events. Or if you're on the road, you're going to need road based events. So, um you know, we'll you'll be able to like find it, you know, find a like um a wounded griffin and maybe nurse it back to health and then it can become your mount and then you can go on and then, you know, you could fly it around and you can um then you'll be getting airbased events, you know, so you'll be fighting other, you know, you'll have other runins with um like just higher level uh encounters, things like that. Um, and so you'll you'll be able to get your little boat and kind of get all these different travel modes. Um, I that's just to say that we wanted to make, you know, every everything you could kind of do in a D and D campaign, we wanted to allow you to do that here. And um, so that's kind of what we're with all the new types of cards. So we have quest cards, we have campaign cards, we have event cards, side quest cards. Uh, John, it sounds like locations. So, John, it sounds like there's going to be a lot more art. Uh, it's it's insane. A lot of art in this game. Uh, yeah. Maybe like what, like four times the amount of art from the Yeah. We were debating if there was going to be any because his uh events are text based. Yeah. Or or they have a lot more text going on, which is which is which is really cool. I didn't know I needed that until I saw him, you know, h have those like he was saying, the marks. There's all these different
things that that can happen and it has and it has a lot of flavor. But we just kind of found out that if you have um you know a little little dark shade over it and the text can fit right on it and you can there's almost always enough space empty space there to get like a good image. So it's it's going to be absolutely insane. like do you got that said that John John has completed quite a lot of artwork for some of the other stuff. Um he's already gotten started. I mean we started last year on this stuff but uh you know and you see some of that artwork in the Kickstarter page. Um we're saving a lot of surprises. We don't want to give anything away but there's some cool uh what do you call those? Uh homages or when you add Easter eggs in the game like like little little Easter eggs like Yeah. I don't want to give anything away. There's some cool stuff. Um, but yeah, he's he's already gotten started, but yeah, he's going to he's going to be busy and uh Sounds like it.
So, you have the campaign mode, but then we also have these two new environments. I'm C. Can those environments be played just as a standalone game of of Rogue Dungeon if you just wanted to play your base game with just the new environments? Yes. Okay. Yeah. And they're going to introduce some new mechanics and new themes and ideas in the game. Um, now we didn't want to like, you know, have to re reprint all of some, you know, some of those like the the sewer and the castles actually will reuse some some of the content from the base game. It doesn't it's it's not 100% like new. I mean, we can mix in some of the uh some of the different gem colors, right? Like like for example, we don't make we're not making like 50 new monsters per um you know, we I think there's like 25 of each or 20 or 25. And so like some of the monsters are reused and so as part of the rule set for those standalone modes, you know, we'll say like, okay, you need to include these monsters.
Um I think the for the sewer, the room set is completely unique. So like you don't have to uh overlap any rooms in the castle. I think I think it has a unique room set as well. Um so so the sewer has some new concepts like you can get these uh kind of afflictions that can affect your character like you can you can get some sewer rod and you can get you can hallucinate, you can be diseased. So there's these negative things that can happen. Um there's there's things in the rooms that interact with like you know you go into this room and you can you can uh hit a switch you know you can pull a lever and it affects like a different room in the sewer. There's this this mechanic like uh we have this idea of flooding. So you know as you go deeper into the sewer you're you've got more flooding that can happen and the and the floods can uh impede you know what you do and and uh it interacts with some of the story and plot within the sewer. So, like you might have to clear out a flooded section to get to do this.
Um, so so there's some new concepts in the sewer. The castle I really am am enthusiastic about because we kind of wanted it to feel a little bit more like a choose your own adventure. So, you're kind of adventuring kind of adventuring through this castle. Each map is kind of a a different section of the castle and you can actually kind of choose where you're going to go next. Oh, cool. And and and each map has like a set of rooms that are specific to that map. So, like we have like a library in the castle. There's a courtyard. There's a you know, the main gate. Uh there's a dungeon underneath the castle. The keep has three levels of of it. You know, it's a tall keep. And then there's like a mag's tower above the library. And so, so like you can actually when you're on a map, you can decide like which way you want to exit the map. Yeah. Oh, so the castle kind of has its own um uh a set kind of layout of the rooms. So it feels more like you're you're exploring a a man-made uh building construction and and you you and the thing is you and this is one of the things we wrestled with from game design. You still go through five levels, but the castle is more than eight different se there's more than five different sections of the castle. There's like eight different sections of the castle, but you can only do five of them and you can't do the same one. So, you know, you kind of choose where you're going to start and then you kind of decide how you're going to go through the castle. And that's cool. That's cool. The last level that
you end up on, there's like there's like three different end scenarios of the castle. So, you you might have different scenarios of which boss, you know, you're going to face. Um, and that kind of ties in there's like a story associated with with all of that. So, um, so I like to think of it as kind of a little bit along the lines of a choose your own adventure. So, I feel like it's a new element that's kind of cool instead of just, you know, you've got these random maps and I'm going down to the next random thing, which which is, I guess, you know, true to to a rogike nature. You know, it's a rogike, you know, you're generating maps, but the castle's a little bit different. Um, but but still you have the random nature of you can get rooms. uh you don't know exactly what you're going to get in in some of the sections. Um man, that sounds really cool. I like that. I like that idea. Um of how and like the the players have to choose which parts of the castle they want to visit during that game. So So you won't always see the same the same castle. Yeah. And what's really cool is that certain heroes that you play might really want to prefer to go certain ways and other, you know, it might be advantageous to do certain routes through the castle depending on your your hero because, you know, you might have a different set of uh skills or, you know, maybe the the maybe it's just more advantageous in one way or another. uh maybe with what you start with or you know um so so that I feel like that's a kind of fun little experiment to to see you know it's
um yeah so that sounds cool. So you mentioned heroes uh how many new heroes are there going to be when uh in this in the full new set? So the sewer has uh three new heroes and the castle also has three new heroes. So they each have three. Um, so there's like the sewer has a druid, the it has a bug bear cleric, um, and a, uh, a a kinku, you know, a bird guy. Okay. And he's he's an alchemist. So, you know, obviously the alchemist has a lot of skills related to like alchemy or potions. You know, he has fire potions or something. And then he has antidotes that can heal afflictions from the sewer. Um, the druid is really cool because you can shapeshift. You can I think it has like a bear form and an eagle form which lets it kind of changes temporarily changes your stats of your character. And uh and it's the the druid's final ultimate ability is uh summoning elemental powers. So you can actually summon a monster that actually fights with you instead of against you.
you actually use a use a monster. And this is like kind of the first time. It's not really a henchman. It's kind of a it it it it's going to be well actually the way that it works is you're actually going to put the monster on top of your hero card and you basically are kind of using the the elemental to fight for you instead of for you. Yeah. And so it's going to be fighting until it gets destroyed and then and then you know your hero is back. So that's how the element the ele elemental sort of becomes your character temporarily. Um so that's the druid in the castle. Um we've got three new heroes. So uh one is this Goliath warlord and it's it's the first character that we have that has like a vitality of seven. So and a strength of four to start. So he's just like a he's just a survivor. Yeah. Very very strong. Um I forgot. I think he has like a stomp and a and I forgot what the some of the skills were that we have for that one. Um, then we've got a um Oh, yeah.
Uh, is a tabaci. So, it's like a cat-like person hero that um his thing is he's got a lot of specialized gear. So, he actually starts with like extra gear um and and then more than than other heroes. Like the monk starts with like less, you know, he only starts with he starts with like almost no gear. Yeah. Yeah. And uh so the the vi vampire hunter, you know, he has all these he or she has all these u specialized equipment for hunting monsters and things. So it's kind of like a monster hunter and Oh, cool. Um so that's the kind of theme of the of the of the vampire hunter. And then my favorite is this we have a teling trickster. And so it's kind of like a illusionist slash uh you know they they do illusion magic. So you can conjure up like, oh, you want to go to a trader, you know, you conjure up an illusion of a bag of gold and you give the the trader this illusionary bag of gold and and and so you you um and and there's other other things that they can do like they can be invisible and they can uh I forgot a lot of elucinary um uh and the teling has more skills than any other hero. So it kind of it's kind of along the same lines of the taci that that you've got extra gear while the trickster has extra skills. So we're playing with some different concepts of of what we can do with heroes um to how
they can be different. Um so I'm really excited to like keep play testing these new heroes and they're they they they feel really exciting. Um so lot sounds super cool. So, one of my favorite things about Rogue Dungeon is its size. And, you know, I play I play uh games on a small table, 3x4. This new expansion has a deluxe box. Sounds like it has a lot more stuff. Is it Will I still be able to fit it on my uh on my 3x4 table? So, I want to jump in on this one really quick because because of you, it does. Okay. And that's why I was like, we need to do this card holder thing, you know. Do you have a can you show them your setup?
Yeah. I mean, we we we have it um we have it um set up right here's the Can you see um what it looks like? Well, so first of all, how wide is that table? That's a that's like a three foot wide. This is This is the the the the full footprint right here. So, it's like um So, that's that's the whole game. That's all of the content that's in the deluxe box right there. So So you've got this uh campaign stuff on the left side with all So your box is So So your box is going to come with all of those card holders. Yeah. Wow. You get four card holders and you can put them in the box. You can put them in the box with with the cards. Can you put them So you can So you can keep the cards in the card holders in the box. That's right. Yeah.
Yeah, you just you just uh put them you just so so so when you when you have the game out, one of the and we got this idea from you, Daniel, is when we were looking at your video, Rogue Dungeon, we were like, "Oh, you have this card holdover that allows you to stack the decks vertically, so you save so much uh so much space because you're going vertically with the cards." We loved that idea. We stole it. Um, so we made these these holders, but we designed the holders in a way that you can you can Chad Chad, show them how how it pulls off. And uh, so you can you can these these card holders aren't fixed. They they stack on top of each other and you can you can pull them off and then you and then you can stack them sort of horizontally together and then they fit in the box standing up. Interesting. So, who who came up with the design of for those for those C card holders because it looks like it's fully uh fully custom. I did it. You did it. Wow.
That's And it's still, you know, we still have a we we're still iterating on the design because um you know, originally we put this little lip in the front of it so that, you know, our idea was to have a piece of art insert so that that the the art would go in there and then that would like extend the artwork of the board. And we thought that was gonna look really really cool. Oh, I see. I see. So, the board would kind of come up on the And you would have uh Chad, can you zone? Yeah. Yeah. Yeah. I can I can I can do it again. Um can you zoom in on that? Uh um see Oh, okay. So, you have room for your tokens and dice and everything there. Yeah. So, so that's the thing is is we originally had this idea of putting art in an insert and then that would extend the board, but then we were then we came up with this concept for the chit holders. Wow. And and we I mean actually the chit holders can go on any level of the of the card holder. It it actually can hang off of any Yeah, it can actually hang on any level of the card holder. It could be on the top or the side. Um Well, are you thinking of maybe selling these card holders separately? been trying to I think people would people ask me it's my number one asked question where do you get your card holders and they don't make the ones I use anymore so man I mean that could be a I think people could be a money-m thing on its own but he doesn't listen yeah 100% I
think that could be a money-making thing on its own yeah and and especially that's what I think is so special about this about this um campaign is that you know we're we're spending um you know it's costing us 10 grand just to make the injection molds for this for that. So they are going to be injection molded the the card the card holders. Yep. And they're going to be Yeah. We talked with the manufacturer and they said that 3D printing can be um you know unreliable with uh with like once things get shipped that things tend to break and they're and they're kind of not very sturdy. So, they're going to do it's gonna be they're gonna be injection molded and and um but yeah. So, yeah, we have this cool card holder and and [ __ ] holders and um yeah, I mean it's possible that we might, you know, have something that will they can sell separately. What's really cool is that they they they kind of when you pull the card holders out, so like they kind of when you're playing they stack like this, but then when you put them in the box, they all kind of fit like this. And then and then so you can put them back in the box without taking any of the cards out and they all stand vertically.
Um and then it will have a lid on top of that so nothing will come out. Um and we're going to use Chad's son to like play test. He's going to shake the crap out of the box to make sure that that make sure it doesn't get all jostled around. That's that's really cool. That's uh that's one of the more thoughtful I think one of the more thoughtful box designs I I've I've seen. I think people but we are very sensitive to you know our your table space and uh that's definitely going to fit on your 3x4 table for sure. Um I mean it's a you know it's something I think about and I think a lot of game design these days is not done in the or a lot of prototyping of the components these days is not done in a physical space. it's done on like tabletop simulator and and so by the time a designer gets done designing their game, they actually have no idea how much space it's going to take up in in the physical space and you end up with these sprawling games, you know?
Well, yeah. I call we do the holistic game design because we we start when you even have the idea about what game you want to bring to the table. And if that if that comes with, oh, that's going to be too hard to set up, then that game doesn't get brought to the table or if it's going to be too hard to be put up or if it takes up too much space, you know. So, that's why with Rogue Dungeon, everything has a um a space, you know. So, that's really important. And um it and without these card holders, this game wouldn't be possible. it'd be too unwieldy. But because because we have these car card holders, again, thanks to you, um we we um we're able to to make something that would be unwieldy to something that's actually just a joy to kind of bring to the table because you just everything's ready to go. You just pull it out of the box. You know, you don't have to mess with all the decks or anything like that, putting them back in their spots. They're just, you know, they're just all ready to go. And that's goes for the counters, too. you know, they're all they're all, you know, ready to go and um everything has a everything has a space, a place. So, it's, you know, when you everything has a place, um it's just that much easier to teach the game because yeah, when you sit down and you look at it, you kind of basically know because of where everything's laid out, you have a better idea of how how to approach playing the game. Um, so yeah, that's that's very important to us is is the the footprint and how easy it is to bring it to the table and get it off the table. And those are like key things we're Yeah. I
mean, I always say that um a user's experience with a board game doesn't start when they start playing the game. It starts the minute that box is opened and it ends when that box is closed. And that time before and after you play the game can be just as important to your enjoyment of the game as the actual game. So this is like like I like this thoughtfulness. It's that's I have a I bought Gloom Haven a few years ago when it first came out and it's like a huge box. I remember opening it and I and I took off like one of the first layers. Yeah. And then I put it back because I and I actually didn't open it because I'm like I don't know how I'm going to get all this back in. Like I've seen people with their stuff and they and they can't fit it all back in the box. So actually I just haven't had time to play it, but I think I would love to play it. But um it's a storage nightmare. It's a it's a it's a one game I'm playing right now is um is is Aridia the paths we dare tread and it's got a lot of stuff. But everything has its own really nice storage box that comes with it. And when you take it out, like as you're taking it out, you're setting up the game and then you put it away. And it's it's a big huge complex campaign game, but the storage solution makes setting up and taking down a breeze, which is something that I appreciate because just you hate wasting time.
Sometimes you'll take a game out and set it up and by the time you're done setting it up, it's like, "Oh man, do I even do I even want to play this now? Is it's been 30 45 minutes." Yeah. So, Daniel, are there any other elements of a of a campaign that you think you or your or people that follow your channel would really like to see in our game. Um, obviously they like Rogue Dungeon. They want more content. And we're doing that with the sewers in the castle. Uh, and that's part of why we're doing a Kickstarter and and interacting with you guys is because we are very sensitive to what backers want. Yeah. and and we we I at least I yeah some for some of us this is a hobby and we want to make a game that we like that we like to play. I play my I play Rogue Dungeon all the time on my phone and and uh and stuff. So we want to make a game that people like. We you know we're not Yeah, that's the best way I can say because we are we are gamers and this is the kind of game that we like. Yeah. I I think that a lot of people who watch the Dungeon Dive and the people who I interact with who watch the Dungeon Dive like a kind of sandbox game where they can go in and kind of have as a deep of experience as they want.
And so they could play for hours or they could play for 30 minutes. And uh I know also a lot of us really like that mix of dungeon crawling and hex crawling. Like that's something that a lot of us really really enjoy. So seeing that and hearing that it sounds like the dungeons are smaller so you can have a smaller experience. Um, the thing that I always look for in these kinds of games is is variety. And okay, um, being able to, you know, when I when I see that hex map, you know, I want to be able to feel like I am exploring this world and things are kind of happening serendipitously. I'm not just being kind of railroaded down a certain path.
Um, and then I can certainly go you can certainly go into the mountains and get eaten by a patrol or something. Yeah, the the the different regions are different are different level scales. So the mountains are um the mountains and the swamps are the the hardest. So if you're level one and you go into the mountains, you might run into some mountainbased events. So you might hit a blizzard or something and you could probably survive that as level one and you might you know you might cruise through the mountains a bit and but you might end up fighting a you know you know a mountain giant or something you know and then you're just going to be hosed right. So um so yeah again so everything nothing's level scaled so you you can you can try to go into these tougher areas and um and yeah see how things work out for you. So do do you think is there a possibility? So let's say you go into a higher level area with with enough luck could a character survive in a in a higher level area? So okay so one thing that because I'm I'm going a bit more narrative heavy than we we have in the past because it is called a rog's tale after all. So most of the events like I don't have a single event that just says um fight this monster. There's that that's not a thing in this game. Like typically, you know, there'll be like maybe a a you know, a stat check to see or to like maybe an intellect check to see if you notice something about the situation first, which gives you, you
know, a plus, you know, or minus in the the interaction or, you know, you might be able be able to evade first in some of these. Um, so yeah, you you could because a lot of times there's the ability to get out of these um built into the events is is a way to get like avoid the trouble. But, you know, with that said, you're still going to be pressing your luck because you're still going to possibly get in situations over your head that you might not be able to get out of. But, well, you also you also might have had enough money you could have bought maybe some loot like maybe you've got a fireball or ability scroll. you might you might have some loot that would help you get through a tough a tougher as you're ready for a dungeon. So that let's yeah that's something that I know a lot of people really like is that ability like in Warhammer Quest where you could go to a settlement and we didn't really talk about settlements.
So uh I I'm assuming there are places to go in this world where you can spend your money on things. What kind of things can players spend their money on besides that uh besides those kind of travel travel uh uh routing? Yeah, so um there's a there's a the um Okay, so every city will have some sort of bizaar and so that works a lot like a normal trader where you you but better. So you would you would pull out 10 cards, but you can also um you can also um sell your loot for for Lunas. Um I right now I think the the rate is three to three Lunas for one loot. Um or you could buy them for six six Lunas. Um so there's there's that.
And then every every location has a um has a it has a card. So, and it and it just describes the city and kind of the overall general feel of the city. And then there's places of interest that you can visit. So, you know, um I didn't want to name things like like these like like guild and things like that. So, I I called it like the cabbal the uh practitioners and so you can then visit those and those are their own cards as well. And those cards will allow you what you know it'll be like you can train and you know you can raise your intellect if you pay enough money or you can um or you can learn you know different skills that they have. Um you can um one thing we have is um you since we have these marks there's um a temple of justia. So you can go to the temple of justice which is a quasi governmental um religious thing which is where you can buy indulgences to remove these marks things like that because it's kind of a corrupt um empire at its end type of um bill. So there's there's kind of like that the the corrupt justice system thing going on. And so that's one of the places you can visit. Um again so you'll be able to buy uh there's stables. So you could visit the stables and buy buy a horse and a horse allows you to travel faster on the roads and on the planes.
And then there's um docks where you can buy um you can buy different type of boats. And then um let's see. So there's like the guilds basically. There's Yeah. Um I'm sure as as I as they come up I'll we'll add more. But yeah, there's going to be all of the the you'll be when you go to the city. Oh, one thing is when you when you're in the city, um currently um you you to to every time you you decide to visit a place, you do spend one Luna and then if you if you um if you to kind of be for like the passage of time as you're in the city, but also also it to see to trigger town events. So, one of the most varied events that we have are town-based events because that's kind of where all the quest quests get deolved to you. So every time you do visit like oh you know the other thing is like the infirmary or the imperial infirmary you know where you heal your character heal yourself heal yourself. So when you want to visit these things you you you pay a Luna and then you flip it over and if it's an event then um then you pay pay a town event card and the town events that's where like those are just those are truly varied. I mean that can be like some some little beggar boy asking for something to eat that's based off of my son Valyan cuz he's always like I need something to eat and so there's a little beggar boys asking you for something to eat and you know you can that that's got
a whole got to save save save the um save his mama you know so if you if you interact with him then you can go on this you know basically quest to save his mom like I said be the wife so Um uh so just like oh so one of the things is like you can get there's this really hard event to accomplish cuz you like there's this um it's in the example but there's this out of control horse that's like just knocking down everything. you know, it's got this wagon and it's spooked and, you know, you can jump into action and you can decide to, you know, do an agility test to like catch up to the the the horse and then you can um do a um a strength test to pull yourself up and then um I there was a third test I I seem to remember. But anyways, if you fail these, like you can get your arm broken literally or you can get concussion and be in a coma for 6 days and and lose minus one intellect or but if it goes well, you know, you get the fame card, you become famous, you know, you can get a famous status card and you you know, they shower you with gifts.
So, um just the the variation of of things um that that pop up are just crazy. Um that sounds pretty cool. So, let me ask what is is when your character dies, is that the end of that campaign or is there any kind of way to uh introduce a new character into that that world that's already kind of going? Uh how how does how does that kind of stuff work? Well, I think well, I you know, we haven't um so we're we're entering basically play test. So, I like you saw I was getting the prototype ready to start play testing. And so, um I I'm I don't quite know yet. Like I don't I don't know how punishing we want it to be cuz you're going to have invested a lot of time in this. And I don't I I I usually don't like when um designers leave kind of make it wishy-washy, like leave it up kind of to the players to decide. Like I like for the designer to be specific enough to say like I know, you know, I know what's going to be more fun. You know, you might think this this is what's more fun. So dying is going to be more fun, but I'm not I mean I I I don't know. Um what what what do you think we should do? like um should we stick with the rogike thing and if you die you die or or should we let you come back to life maybe at a lower level or or or something like I don't know what what's your gut tell you? I so I really like a kind of rogue uh
legacy style of rogike where you could pick up with a different character. Yeah. Yeah. you're kind of making incremental progress from one character to the next. And you know, when I when I think of this game, like if I if I was, you know, okay, how would I how would I design this kind of campaign, you know, you do want I think you do want some kind of you do want something at stake, right? You do want there to be a re like if a character dies, there needs to be something at stake. And so you can't just pick up immediately and just pretend death never happened or else death doesn't matter. But well, okay. So I think what would be really cool is if your character dies, you know, you couldn't put a marker on that map and that's that character uh that that's where that character died.
and maybe a new character or a quest could go to where that character died, do something, and then collect a certain amount of that character's uh possessions like some of the loot they Yeah. Like like when you die in like World Warhammer like World of Warcraft or something where you go and you loot your your corpse or something like that, you know. So, so you go to where this character died and let's say they had a really cool sword and your level now your new level one character or something might start with like or might be able to get get this uh so a new powerful piece of gear. But I so that would I really like that and I think we could do that for some but for for like like some of these narratives are so some the main quest line would be kind of Yeah. You could jump in and you could grab his stuff but I don't know if it would make sense for you to be able to jump into this guy's main quest line because this character had this specific thing going on. Oh yeah. Yeah. I think I think the quest lines would be separate.
It would almost be like a side quest where Okay. Well, you know, you could choose to like do that, you know, you could jump in with the next um with the next um with the you could jump in with a different um main quest line character and then you could play as if you're on the same world because you are. And so this guy, he he he he had a go of it and he died there. And then you can keep playing with then you can start up a new quest line and then um this guy's got a different thing that he's trying to do but you can go and get the you know that guy's dead there and all of his stuff's there so you can go get it and and you can start off that much much ahead and Yeah. So something like that is actually pretty cool. Yeah. What what what did you say John? We I didn't hear you. I I said there could be a whole uh Dread Pirate Robert situation going on where you just sort of Oh yeah. you collect the stuff and you're like, "Well, I'm I am this guy now." Expects you to be that guy. So, yeah. I mean, I guess the answer is we haven't I guess fully figured out exactly how we're going to handle uh character death. Like, one issue I see with uh you know, leaving the dead guy, the dead heroes stuff there. And, you know, I'm a minmaxer.
I'm a exploer as Chad likes to say. Yeah. and it's like, "Oh, okay. I'm going to I'm going to get a bunch of stuff and leave it for the next guy and then just build up and and then so I have an overpowered character." There there could be ways to exploit that. So, I think I think there's got to be, you know, consequences for dying. But I also definitely, you know, it's not like you're, you know, but like like Chad said, you know, this is a multi-session game and it's similar to playing with, you know, other people. You want it to be more forgiving because you're investing time in it. It's not like, you know, one one game of Rogue Dungeon where, you know, you can die five times and, you know, that's fine. Uh, you got a little bit more investment, but, uh, there's got to be, you know, I think we're going to have to be nuanced how we handle, uh, player death, but let me just, we had this issue in the digital campaign and, uh, and so we, we actually debated this quite a lot. It's like, what do we do when when your heroes die on a quest? And so like in the digital game, you're actually not a hero. So you actually play a retired or a what is it?
A guild master or something. You play like a guild. So you're running an adventure guild. And so you your job is to hire adventurers or hire heroes. So you have to spend gold to recruit heroes. And then you know you give these heroes like a budget. So they have they have they have a certain amount of money that you pay them. Um, and then you can you as you get as you loot more dungeons and you get more wealth, you you are able to, you know, give your heroes more money, more money when they when they start out and then they go to the, you know, you go to the tavern and recruit heroes or or find heroes to join your party and then you you can go to the shop and they they can buy their equipment. But yeah, when the when the characters die, uh, essentially the way it works in our digital game is you kind of just lose the progress on that dungeon and and you and and you basically don't, you know, because it takes time to go through a dungeon. And so like if you essentially you kind of reset to the point before you did that.
Um, in this campaign, it's probably going to need to be different uh on on on player death, but yeah, we're going to have to We haven't actually figured out exactly what's going to happen when when you die in the in the campaign. Um, how long are you anticipating a a completed campaign to be like how many sessions are you? I think Chad I think Chad gave the response of somewhere between 10 to 20 sessions or what was what was your answer, Chad? Yeah, my my thinking was is that you you need to you need to feel some sense of accomplishment every time you you you you you play, but obviously we can't have you going from level one to level 10 and in a single session and that would be just broken. So the idea Well, that's what the that's what rogue dungeon is. Yeah, that's what rogue that's what a basic game of rogue dungeon is for. But if you play the campaign, we're going to spread that out probably. My idea eventually was like it would be 10, but it could be anything anywhere between 10 to 20. 20 would be like the high side and 10 is the short side basically. Um I my I want you to be leveling about like once, you know, once per session. Um, one thing that, and this was actually Albert's idea, but I I I think he's not grown as fond of it as I have. But one of the things that I I I quite like is that now um every time you do a um a ability check, um if you pass it, you get like a fractional bit of experience. So So it's got a little bit like a Skyrim type of leveling system
where where if you do something strengthy, you get stronger, but you you you're not actually getting a level, you're gaining a fractional level. So it's kind of like um you know it it takes one to get to level one, two to get two, three to you know and so to get to level 10 you have to complete 55 tests successfully um for like strength but you would also have to you know you had all these failures as well. So, um, so it's probably more like a hundred that you have to do, um, of these checks to get to to to max out your your strength or or your intellect. Um, yeah, I like I like that kind of incremental progress. And I think for a campaign to be interesting, there needs to be, you know, it's like that balancing between how long is the stick and how big is the carrot, right? and there needs to you players need to feel like they're working towards something and they're seeing some progress to what is going on. So yeah, we definitely aren't going to make a gr Let me just put in uh we're not definitely not going to make a grindy game where you know it's like World of Warcraft where you got to sit there and mine the you know or or forage in the forest forever like over and over and over again. We don't like the idea of grinding. Uh yeah, we we want to the players we we want to maximize the players fun and and so we want to give you interesting things to do and interesting choices to make and just just be having fun, you know, fighting,
doing stuff, collecting loot, you know, going from places, getting stories, you know, we don't want you to be grinding anything. Yeah, that all sounds really good. Um, and so let's see. We'll wrap things up in just a bit, but we've got uh like at least 20 days left on the uh on the campaign, and you guys have already hit your your funding goal, but um so that's good. Got to pay for those dolts. Yeah. Yeah, definitely. You have done a couple things here that I wanted to to touch on. Um so, one of the things that we're going to be bringing is a a community portal. So, you're going to be because I He drew the baby event. Yeah. So, um the community portal, we're going to allow our community to upload um um these main quest lines. So, there's going to be a print and play um component to it. So, um and I imagine it'll also extend to dungeons and things like that as well. Um now you're the wizard. This is my u renfair part of my Renfair costume. Will there be uh Albert, will there be a way on the portal for when people upload their stories or whatever? And then will that will that format to the card so you could easily print the cards? I think his I think his idea was it'd be a community portal so people can kind of submit their their own sort of campaign stories for people to do maybe their own origin quests and they could be you know a certain amount of print and play there so people could like download and it's also a place where we could also provide
quick quicker additional content not like the next Kickstarter or whatever it's like oh here's a new pack and uh we could make it print and play or you know maybe we could have have some available to purchase this uh in some way or another. But I think that was his idea of the community portal. That sounds cool. That's a good idea. Is that right, Chad? Yeah. Um yeah, the whole idea is that um I want people to be able to play the game fresh each time. And I think I think um you know, by creating the community, you know, that's only, you know, going to make the game more popular and and you know, kind of like the open open license or whatever on um um D and D. DND. Yeah. except for um not make it so that they hate you. Um but but but yeah, so um just because I I you know I want people to to um to be able to play the game and have fresh content to play and so um we see nothing wrong with like people you know sharing you know some of these adventures.
Yeah. I also wanted to thank you guys real quick for uh not having uh plastic miniatures. So Oh, thank you. Do you guys like the wooden meeples though? I love I I love anything but plastic. Anything coins out of plastic? Yeah, I know. Anything I don't have to paint. I don't like I mean I like a cardboard stand a cardboard stande or a wooden meatball. That's me. I know that a lot of people really like plastic uh plastic minis. I used to love big boxes of plastic. Like I I I I used to buy every big box of plastic that came out. But then what I recognized was is I never brought any of those damn games to the table ever. Never. Too freaking unwieldy, man. And so that's why, yeah, I was like when when we developed Rogue Dungeon, we were kind of like, we don't need these dang miniatures. Like I mean, unless you have this really cool tactical rules, what's the the point anyway? I know. I know. And most of the time, the designers don't come up with anything that gives you a good enough reason to have these, you know, miniatures. So yeah, definitely. Yeah, you're never gonna get that from us. Um, so, uh, oh, something else. Yeah. What else did you want to add, Chad? Yeah. Um so the there's going to be some so because we are tracking the passage of time um at the eyides of you know the month um the full moon that there are um events and they're they're full moon events and um they they they can do things like you know cuz the empire is
at war with you know other you know so there can be sabotage like you know sometimes like a bridge can get blown out so it's going to make travel even more harder or um certain events like the bad harvest or something can make things more expensive or um there's also like some there's there you know there's kind of like the secret history to what the rogue dungeon was and so there's all of this lore that kind of gets divulged in in these full moon events and things like that like you you know you have these kind of visions and things like that. Um, so, um, we we we're using that as kind of a way to have the, um, the world kind of evolve a bit, you know, so um, based on, you know, it, you know, what what what moon events you get. So, um, so there will be game like kind of setting changing things that that evolve as you play. Um, that sounds awesome.
I'm I'm excited. I think this is I think this sounds really cool. Um, yeah. So, uh, well, hey, thank you guys for for, uh, joining us today and, uh, thank you for all this, uh, great information. I know I've had quite a few people like, "What do you think of Rogue Dungeon? What's going on with Rex?" It's like, "I don't know. Hopefully, I'll find out soon." I didn't tell anybody that I was doing the interview. So, this will be a nice little Do you want us to Do you want us to send you an advanced copy of like a prototype or I guess when we get our first print from the manufacturer to to like as a first crack at like we can we can try to send you something earlier than than people would be getting. Yeah, I think if um if I have an opportunity to show something and my viewers have an opportunity to still buy it, then yes.
because I think that would benefit that would benefit me and you guys. So yeah, people will always have an opportunity to buy our our content. But yeah, no, I know people uh Dungeon Dive, we really like Rogue Dungeon, and I think I think a lot of us are really going to like uh Rogu's Tale, so uh so thank you guys. Yeah. No, thank you. And I'm sorry I I was a tad late. Um that's all right. But you know, um I I like to think there's a bit of you in in in the Rogue sale because like Oh, well, thank you. Oh, no. You've definitely influenced quite a lot of what we do because, you know, uh you know, like you helped give us ideas on how to unify the um you know, from first edition to second edition, a lot of the stuff that you and your backers have recommended, you know, that's what we tried to do. And uh I feel like everybody's happy with it. So, um I I agree. I feel a little bit like I I feel like I have I think in my very first video for Rogue Dungeon, I said I said if I had the money as a publisher that this is the first game that that I would want to publish. Uh yeah, I thought it was that good. And this is like the exact kind of game that I would financially invest in if I was an investor. Um unfortunately I'm not. And but well, we would we will continue to get your advice and and your uh ideas on what you think we should be doing. So um we like we like hearing what people want. All right. Thanks. Thank you.