![]() DMs will have a suite of quest templates available for quick generation, though the game also allows full dialogue editing. The DM can also configure hostility as “friendly,” creating party followers who assist in combat encounters.Īdditional non-combat encounters include creation of quest givers, something we didn’t explore in our demo. In our game, a “neutral” Drow was created to serve as an arms vendor. In live play, the DM can operate with zero limitation whatsoever, allowing full, freeform object placement at the DM's discretion.ĭMs can modify the hostility of NPCs. Alternatively, DMs and players mutually in agreement that threat should be disabled can elect to do so. Should the DM demand unfettered creativity, the dungeon can be established before the gameplay session is started this approach removes the “threat” limiter and grants freeform object, monster, and quest placement. The DM often plays one room ahead of the players, setting-up encounters on-the-fly dependent upon the player experience. This adds a level of mystery for more experienced players. The wisp can, interestingly, be completely disabled to obfuscate the DM’s scheming. Players are able to see the wisp as it dances across field of view (so if the DM is fixated with a particular character – maybe monitoring health – the players know) vanishing into fog of war will remove visibility to the hand of fate. The DM is represented on-screen to players as a will-o-the-wisp, which offers various colors at game start for some minor level of DM customization. Threat is a means to dynamically inform the DM of party status – threat is reduced or slowed as the party grows overwhelmed and weak (and tanks as multiple characters begin dying, which definitely did not happen), but threat grows as the DM enables a clean-but-challenging experience. Each item carries with it a currency, paid for using the DM’s “Threat,” something we discussed with Dan Tudge in the previous video. Top-level items carry several subsequent menus, building a tree of fairly navigable prefab drop-ins. Some of the top-level menu items are as below: The in-game DM tools allow modification of existing dungeon modules. This dungeon can be introduced into a grander campaign, something we’ll discuss later. Tim used the DM toolkit to manually carve dungeon pathing and place secret doors, loot, ambush encounters, and non-combat encounters. In our demo, player characters were dropped-in to a preconfigured campaign dungeon, created earlier by Tim Schwalk. SCL does what it can to minimize the barrier to entry with the D&D ruleset – taking liberties to digitize the game, in some places – and is aided in this approach by Wizards’ modernized D&D 5e ruleset. The usual suspects are present: Multiple races, classes, attributes, abilities, and skills are all present. Player characters can be generated or meticulously created. SCL supports up to four simultaneous party members and optionally allows one DM, for a maximum of five users per session. Mega dungeons are also within creative reach for Sword Coast Legends players. With Sword Coast Legends, users can play solo through what n-space tell us is a “deep story mode.” Also available are quick dungeon crawls, drop-in multiplayer games, Dungeon Mastered games, and games without a dungeon master. N-space calls this “four + 1” co-op, to reduce confusion. The DM is not in opposition to the players. If the player wants to swing on a chandelier to get a bonus modifier to a die roll, the DM has the power to override existing rules to enable that creativity. It is the objective of both the players and the DM to build story and enable mechanical creativity. About Sword Coast Legendsįor those unfamiliar with D&D, it is worth quickly noting that tabletop RPGs are generally a collaborative experience. We previously spoke with n-space President Dan Tudge, shown in our video from March. The above video interview features n-space Design Director Tim Schwalk, who provides unique design input to the game’s mechanics and interwoven player-DM framework. Video Interview with SCL Design Director Tim Schwalk
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