Showing posts with label Mistfall. Show all posts
Showing posts with label Mistfall. Show all posts

Tuesday, July 7, 2015

Flirting with the Classics

Every now and again someone comes either to some gaming forums, or directly to Kickstarter, and says that they are going to revolutionize modern tabletop gaming, just to follow it up with a roll and move game, or with a groundbreaking invention of a six-sided die with symbols instead of numbers. Gamers always get a good laugh out of such individuals.

Image Source: BoardGameGeek
There is no better way to prove that being familiar with some of the modern classics of board gaming is essential to becoming a designer – and a publisher. If you know what tabletop gaming is today, you’ll also instantly know that your revolutionary idea to make a game where you collect sets of cards and roll no dice (balsphemy!), is not as revolutionary as you’ve thought. That will allow you to save some time – and save yourself some grief. But what about designers and publishers who already know the world of boardgaming?

Well, if you’re business is publishing new games, you should know new games. You should know what’s going on. You should know who won the Spiel des Jahres (congrats, Colt Express!) and Kennerspiel des Jahres (congrats, Broom Service!), you might even want to know who received the Spiele Hit Fur Experten award (wink-wink, nudge-nudge, Progress!). You should go to conventions to see what people enjoy the most now, check the BGG Hotness… and still find the time to play the classics. 

Image Source: BoardGameGeek
Seriously, if you missed Goa and you’re design/publish Eurogames, go play it now! Go play Ticket to Ride, fall asleep over Caylus (oh yeah, I went there), sit down to a game of Puerto Rico and see what the original game of role selection is all about (or even try the famous corn strategy). Make your buddy put that old copy of StarCraft on their table and see where Forbidden Stars (and possibly a few dozen other Ameritrashy-wargames) takes its mojo from. I think you already get the gist.

Because, seriously, sometimes going back to the roots gives you a perspective no new game ever will. And I’m telling you this as a fan of deckbuilding, as a designer of a game that uses deckbuilding mechanisms (Mistfall, if you had any doubts), and as a person who goes back to Dominion regularly to bathe in the glory that is the fluidity, the speed, the unique dynamics of a simple and yet refined game another deckbuilder is still to achieve (with Ascension being the only one that ever came close – but trading in some of its depth for theme). 

The truth is that no matter who you are – a designer, a publisher, “just” a gamer – you really should not only follow the new, but also get down with the old. And it’s not because of some silly idea of paying one’s due, not because of some nostalgic fad, but simply because you might find some really good things you’ve been missing on as a player – and some pretty damn inspirational stuff perfect if you are a creative.

Image Source: BoardGameGeek

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Thursday, June 25, 2015

Fruit of thy labours

If you’ve been following our blog, you already know that NSKN Games went to see how the production of Mistfall is going. We posted both a Kickstarter update, and a blog post for those who had missed it. The visit in Kraków gave me the opportunity to take a copy of my first published game in its final form, lacking but the shrink wrap, and hold it in my hand. And it was a glorious feeling.



It’s still going to be some time before the actual copies of Mistfall are assembled, and we are ready to start sending them, so the copy I got is “semi-official”. It was put together from the components already available at the factory, but it did not go through the full production cycle like all the games the backers will receive – and like the boxes that will end up on store shelves. But it was still a first copy of Mistfall. The first copy of my game.

You might think that after showing the game to a lot of people in a multitude of different forms – from the most basic, black and white, homemade prototypes, to the most advanced ones, printed using the final graphic design and artworks – would allow me to get used to the idea of what the final game would look so much, that it wouldn’t be anything moving. And yet, it was. 

Seeing Mistfall as a finished game, browsing through the rulebook, punching out the tiles and tokens felt at first completely unreal. What I would always see as a pile of cards made using sleeves and some commons from this, that or yet another CCG, and some tokens either made at home, or stolen from another game, was now an actual game. And for a time I could not believe that this box filled with gaming goodness is the essentially the same thing as a black and white prototype I still have.


As you can see, this blog post is yet another personal one, so you’ll not find any professional advice or peek behind the curtain of the publishing process. But I’ll try to make reading this worth your while by telling you two banal but incredibly important things. The first one is that plans and ideas, sometimes no matter how wild, should never be something that is forever in the future, something you think just before going to sleep and smile. You can make them real, if you work hard.

And the second thing is, that in this strange and complicated world, you can still achieve stuff if you simply work hard. And I have the fruit of my labours to prove it.

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Tuesday, June 23, 2015

The Mists will fall sooner...

Last Friday the NSKN Games team made a little trip to Kraków. Although it's a beautiful city, our mission there was not to marvel at all its wonders, but to see what is up with the production of Mistfall - our newest successful Kikcstarter. And the news are good.

More than 90% of Kickstarters today arrive late to the backers, and we know that this is something backers have learned to accept, although they never should - and again, in case of Mistfall, our backers will not have to.  All the components have been produced, and assembly was to start a day before publishing this post. And this means that our backers will get the game early. Yes, you've read this right.

So, first, let us show you a bit of an inside story.


At the factory itself we saw live in action the machines making decks of cards, we heard some technical details and met good people at work. No one is ever naming them, but the whole industry relies on their skills, patience and hard work. So, a big thanks to them, even though they preferred not to be photographed.


But arguably the most important picture is this one:

These giant boxes contain all the decks of cards which will become Mistfall in a few days. You're looking here at several metric tons of cards.


And these master cartons contain 6 Mistfall boxes each. For the moment the game boxes are still empty, but this situation will be remedied next week.


Last but not least, it was very nice to see the amazing quality of the punchboards which will be part of Mistfall. Nice, thick cardboard full of tiles and tokens easy to punch out.

So, you've read this far... now it's time for the really good news. Our current estimation is that our European backers will get their games in July, our backers from US, Canada and Australia in August and everyone else by the end of September. The "average" Mistfall game box will arrive more than 1 month early.

The truth is that we are both proud and happy that we will be able to make Mistfall happen before time, not only for the simple reason of proving that we can, but also - and more importantly - because we will be able to deliver a game a lot of our fans are impatiently waiting for sooner, thus making the gruelling wait shorter.

So, if you're a backer - know that your wait will be a shorter one. And if you're not - here's another good reason to become one in the future.

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Tuesday, June 9, 2015

The NSKN Method

The topic of Kickstarters being late comes back to me every few weeks. Talking to other gamers, reading content on BoardGameGeek, or listening to a podcast, I encounter yet another story of a game, an expansion, a box of miniatures or wargaming terrain being just late – or horribly late. In fact, more than 90 percent of Kickstarters arrives to their backers late, and it seems that everyone expects their products to be late. But it does not have to be that way.

We’ve recently been to UK Games Expo, where we had the chance to talk to our backers about both Exodus: Edge of Extinction and Mistfall. Most were pleasantly surprised that everything is on time, and that they will be receiving their games as planned. Some even jokingly asked us if we could reveal some of our secrets to other publishers, so that they could do what we did. And now, with first copies of Exodus: Edge of Extinction reaching the backers, we decided to did exactly that: reveal our method. So, if you want to be on time, just follow these three steps:

1. Do your research. 

This is really crucial: be sure that you know beforehand what the costs of everything are and how much time you will need to manufacture your product. If in doubt, try to ask others who already know how some of these things are done – or at least take a good look at Kicksarters similar to yours – and never leave anything for later. Have everything you possibly can researched and planned, always taking into account the possibility of things taking exactly as longs as expected (basically, treat 3-5 weeks as 5 weeks), and giving yourself some extra time in case something is late.

2. Set your deadlines. 

After researching everything and giving yourself some extra time just in case, set a hard deadline for each step of your project – including deadlines for you personally. Put each of them in a single timeline (using any software you see fit – or even a traditional paper calendar), and be sure that anyone involved with the project knows and has accepted them, and has easy access to them.

3. Stick to your deadlines. 

No matter what, do not change them. Do not move them. And if you’re late, don’t throw up your hands and delay everything by a week. Instead, burn the candle on both ends if needed, work through the night, and minimize the consequences of the delay in such a way, that as many of the following deadlines as possible are met.

And that is it. That is seriously it. That is how we managed to be on time with Progress: Evolution of Technology, with Exodus: Edge of Extinction – and that is how we will be on time with Mistfall. Now you also possess this not-so-arcane knowledge, and can pass it on – free of charge! – to anyone you think might need it. And if you make a use of it, come to our booth at any convention to brag about it. We’ll be happy to shake your hand!|| 

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Tuesday, June 2, 2015

Conventions and trade shows – and why we attend them

A convention or a trade show is a very special event, both for those gamers who are more deeply engaged in the hobby, as well as for us – publishers and designers of board games. Some of us love them, some of us hate them, but most of us attend for reasons I’m going to share below. And it’s a great time to share, since it’s all still fresh in my mind after the recent UK Games Expo.
Let me again start with a quick preamble: NSKN Games is very much like other publishers, but neither I, nor any other member of our crew has yet mastered the art of mind reading (though Andrei, the Big Boss himself, is most likely to make that breakthrough, and when he does a voice in your head will happily announce it to you), so whatever I say here will not be true for all publishers. Although, from our own experiences, educated guesses and some beer-propelled conversations with other people in the business, it probably is true for most.

So, let’s start with the basics: going to a convention is both expensive and exhausting. I won’t be talking about actual prices of space in different convention halls, but just know that the owners of these facilities know their worth. They also know very well that not all booths are equal, and not only size, but also multiple other factors influence the final price of being able to set up shop during the convention or show you saw us at – with all sorts of corner booths usually being the most expensive, and the first to go.

When it comes to exhaustion, just remember that whatever you see around you at a booth, was brought in by a number of human beings. And if you’re in a booth belonging to a smaller publisher (like NSKN Games), also know that those same human beings are most probably surrounding you now – all bubbly, enthusiastic and happy to see you, often despite being quite tired. Incidentally, this is why if you are absolutely certain you are not interested in a product they are to tell you more about, just tell them. You’ll save yourself some time – and they’ll be able to preserve their voice.
The NSKN Team at our UK Games Expo Booth

Having revealed the awful truth about conventions and trade shows, it’s time to finally get to answering the titular question. Why? Why do we attend? Is it for the possibility of making a quick buck on games that sell well, or sell out? No. Definitely not.

The truth is that selling a lot, or even all the games you bring to a convention, does not “make” you money – not in the sense of coming back with more cash than you had coming in. Most times, when you saw a booth selling games left and right, or have come too late to pick up a game (this may have happened to you for example last year in Essen if you wanted to pick up Praetor or Versailles on Sunday – or Progress on a Saturday afternoon), the publisher was not in for a big financial gain, but was happy that the event will break even.

Yes, between the prices of exhibitor space, the travel and transport costs and the hotel bills, a convention or a trade show for a publisher is a financial success if it makes them, all in all, spend a relatively small sum or no money at all. But no matter how much we pay, we do bring something back from each such event. We bring you.
Exodus Proxima Centauri - base game and the Edge of Extinction Expansion at UK Games Expo 2015.
Trade shows and conventions are important because of people we get to meet. We are happy to get to know new people in the industry, joke around a little bit, congratulate our competitors on a job well done (yes, that really happens!), and share experiences in the evening, in a hotel filled with exhibitors and attendees, or in a nearby pub overrun by the convention crowd. Apart from that, hands are shaken, eyes are looked in – and deals are made. Sometimes deals that make smaller publishers stay in the game – or help them develop, expand and grow.

Finally, conventions are important because of all of you. All of the people that come by to say hello – and all those who come in to ask: “Who are you again?”. Believe it or not, but we not only get a kick out of meeting new people, or getting to shake the hands of those of you, who we usually know by their Facebook profiles, Twitter or BoardGameGeek handles, but we are also interested in what you have to say. 

Clicking a thumb up on Facebook or bashing a game or mechanism online is so easy, that sometimes it almost goes unnoticed (although we always try to listen). Having an actual, face to face conversation with a person wanting to praise or critique something we’ve done is always memorable. And having ten people say “we did/did not like this and this” to our faces may actually influence what and how we’ll do in the future.
For all of you who asked about the NSKN Cats during UK Games Expo :-)
I’ve written all of the above mainly because we’ve just come back from UK Games Expo, and I had a chance to show off an advanced prototype of Mistfall to both new people, and our extraordinary backers. And this made me aware of one more thing. Each time (after playing a few turns) someone would tell me: “Yeah, I’m happy I backed this, it’s an awesome game”, I felt that a total of four hours in the air, two take offs and two landings between two consecutive flights suffered by a guy who hates flying, was something that guy would happily endure again. And each time we would say: “Yes, both Exodus: Edge of Extinction and Mistfall will be delivered without delays”, and see perplexed faces of gamers not used to their Kickstarter stuff ever arriving on time, we got a feeling that it is something we are simply unable to put a price tag on.

So, in short, the people are why we attend. The lure of talking to all sorts of individuals from all corners of geekdom, the chance to meet the persons we are fans of – and the people who are our fans, and the chance to share in stuff that is not only good for our business, but also pretty cool as a memory for us, simply as human beings
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Tuesday, May 19, 2015

Prototypical Influence

There are mostly two things I remember vividly from presenting the first prototype of a certain game that has since fallen into oblivion. The first was how initial reservations of people who sat down to play it would change into all out enthusiasm by the end of the third or fourth turn. The second was the question that was seemingly asked by every other person who sat down to play: “Are you really allowed to use Magic layouts for your own game?”

Three stages of prototyping for Mistfall.
During the last two weeks I talked about making a prototype of your game, starting off with advising on what not to do when preparing a prototype for a potential publisher, and then sharing my own tips (part one and part two) on giving your game idea an actual shape in the real world. Before finishing off the practical advice series, I’d like to take a small detour to discuss one more aspect of prototyping, and that is how the form of your prototype influences the way your testers will react to it - and what you are probable to get for a basic or a "good looking" prototype.

I’ve already talked about why it is not the best idea to put in too much work into the art and graphic design part of your prototype. But aside from using up time that could be better spent on perfecting the actual game, there is also the matter of how your testers will perceive your prototype – and how willing they will be to share their ideas on it with you. 

Simply put, if your prototype looks like an almost finished game, chances are that some of your testers might doubt themselves more than your design. This may lead to them refraining from voicing their complaints or ideas, just because visually the game looks like a ready to go product. Obviously, this will influence only some people, but still, if you want more sincere responses, you should probably go with a more basic looking prototype.
Here's some basic prototyping components, just for good measure.
On the other hand, building a serviceable but simple, very much “work in progress” prototype makes people more eager to actually share all their thoughts, as they receive a visual cue that what you gave them to play with can still be modified. When you're still running basic playability tests, it's generally better to have more to work with (and weigh out) than to falsely believe that your game is perfect. And some people might be easily convinced that something they would perceive as a flaw, is actually a feature, since the game looks "so completed".  

Now, if you’re still somewhat perplexed by the Magic story in the first paragraph, let me also elaborate on that. To make my life easier, I used a free editor with Magic: The Gathering layouts to create all the cards for the game. And although I would start each and every presentation with saying: “None of the components you see here, none of the artworks, no graphic design elements or symbols are final”, people would still ask me if this is really the layout I'm going with for the final game.

With that in mind, it’s probably good to remember that no matter what you say, the actual shape of your prototype will do more talking than your mouth. And for that reason, when you want actual criticism, show people a prototype that is as basic as humanly possible – and when you want some love for the game (maybe because the testing period is done), go with the almost-finished looking one. My experience tells me that it works almost every time.
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Thursday, April 16, 2015

Mistfall: Sycra the Black Crusader

Today we continue the list of Mistfall biggest evildoers, introducing the one but last villainous boss enemy the players will face: Sycra, a fallen priestess.

Art by Enggar Adirasa
Sycra the Dawnbreaker 

Already at an early age Sycra would display the gifts bestowed by the Dawnmother upon those destined to serve her. Able to spontaneously call upon the Light of Dawn without any training from priests or Loremasters, Sycra became a bit of a problem for the clerics deciding her fate, as it seemed she displayed an aptitude for both healing, and striking down the servants of the Mists. Finally, taken in by the order of the Dawnbreakers she became a battlefield healer and a fierce foe of the nefarious Mists.

During the first few years she had spend in the Valskyrr, she also made some friends among the people of Frostvalley Keep, as she would eagerly accompany Shieldbearers into battle or on missions that would lead them deep into the territories of the undead. And although Frostvalley had an almost permanent Dawnbreaker resident, the Lord Commander would always welcome another bold warrior priestess, happily putting her unique abilities to work.

All changed during what seemed like yet another expedition against a band of brigands aided by a necromancer threatening a small fortified village in the northern Valskyrr. Ambushed in an already overrun settlement and surrounded by enemies, Sycra’s power failed her for the first time. Seeing Shieldbearers fall in battle around her, unable to properly protect or aid them, she reached further and more furiously than ever before. She called out - and something answered. But it was not the Dawnmother.

The Black Crusader 

The battle ended in a tragedy. Although Sycra suddenly gained the ability to smite her foes with a power she’d never seen before, she was still the only one to survive. Wounded and exhausted, unable to heal herself, and seemingly cut off from the Dawnmother, she wandered away further into the Mists, burned by fever and plagued by horrifying visions of great suffering, punishment and betrayal. 

Art by Enggar Adirasa
When she finally emerged from the Mists, her mind and heart were changed by the understanding of what the malicious power threatening the world truly was. And as she entered the first hold of the Blackwood lords, she already knew how to touch the hearts of the ruthless brigands, how to open their eyes to the truth she’d seen - and how to make those already touched by the Mists follow her. 

Although Sycra’s connection to the goddess Dawn seems forever severed, the priestess still exhibits the ability to heal her allies and smite her enemies, and a conviction as strong as before she was taken by the Mists. Seeking final retribution, she now leads a growing army of fanatics who had seen the same truth as she had, and if her Black Crusade is to be stopped, much more than the strength of arms will be needed. 

Sycra in the game 

In many ways, Sycra is a very different type of Special Enemy, as her power is partly a reflection of what the Dawnbreaker Cleric has at her disposal. When facing Sycra, players will have to make a few hard choices and adapt a clear approach to deal with her servants, remembering that simply eliminating them may not only prove more difficult, but also not the best course of action. 

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Tuesday, April 14, 2015

Mistfall: Maelgar the Abomination

The world of Mistfall is a perilous place, and the Mists can transform the both the righteous and the wicked. What happens when the ruinous might touches ones that were never pure? The story of Maelgar answers that question. 

Art by Enggar Adirasa
The Brigand Chief 

Nobody really knows where or when Maelgar was born, but most believe he spent his early years in the northern part of the Valskyrr, in a village long since wiped out by beastmen or brigands. Most probably sold into slavery as a child, he was one of the few youngsters who managed to survive long enough to win their freedom by spilling blood, or by proving too useful to a Blackwood lord or a crafty Ghoren warchief to simply be killed or sacrificed.

Maelgar most certainly did not belong to the latter category, as when he finally let himself be known to the Shieldbearers of Frostvalley Keep, it was not due to his intellect, but because of his cruelty and brutality rivalling those of the fierce beastmen blood hunters. And although some of the expeditions meant to bring Maelgar to justice where overseen by the Lord Commander himself, the brigand chief managed to fight his way out of every trap and finally either evade, or – more often – slay his pursuers.

The string of Maelgar’s victories made him a prominent figure with the Blackwood brigand lords, so prominent in fact, that more than one of them started scheming against him. However, it was none of them, but a young Frostvalley Loremaster by the name of Rahlfors, that finally managed to take him down. Leading a group of Shielbearers, Rahlfors found one of Maelgar’s treasure hoards, and knowing that the brigand chief would visit them only alone, he set a trap that finally ended Maelgar’s scourge.

Art by Enggar Adirasa
The Abomination 

The victory was short lived. A little over a year later reports came in of an abominable beast wreaking havoc on a territory Maelgar had used to consider his own before his demise. Shortly after, it turned out that it was Maelgar himself, brought back from the dead by the Mists and transformed into an abomination that seemed to have focused all his cruelty, his malice, and his insatiable hunger for blood.

Having murdered all his past subordinates and demonstrated a rage capable of destruction that would impress even the most Mist-crazed of the Ghoren warriors, Maelgar went on a further killing spree throughout the lands under the protection of Frostvalley Keep. Now, surrounded by a herd of undead – some of them his own comanions he’d killed, others merely his victims – he prepares to strike a mighty blow against Frostvalley Keep. 

From a handful of notes left by Rahlfors after his sudden departure, it seems that the former chief’s treasure hoards might contain powerful artefacts or at least answers that may help in defeating Maelgar once and for all. However, an ominous side note also mentions a strange ritual that may have not only been responsible for bringing Maelgar back, but might also imbue him with even more strength should he be opposed in battle. 

Maelgar in the game 

As many of the Special Enemies, Maelgar’s card is double-sided: with one side being his starting, already twisted form, and the other showing his further descent into becoming a raging minion of the Mists. Unlike other Enemies, Maelgar grows stronger when the card becomes flipped, and as Heroes come closer to their victory, they are also in greater peril of falling to his fury. So, with Malegar’s treasure hoards being spread across the land, and remembering his martial prowess and resilience, the right preparations are the key to surviving the battle against him. 

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Thursday, April 2, 2015

Mistfall: The Frost Mage

The time has come to introduce the story of the final character that joined the ranks of the Heroes of Mistfall. Originally, the story has been published as on of the Updates of the still ongoing Mistfall Kickstarter campaign

Frost Mage by Enggar Adirasa
Dawn of the Frost Mages 

The Frost Mages are a product of an age old alliance between the eight tribes of Ravencrag and Frostvalley Keep. Before the alliance was forged, the tribes would occasionally send small war parties to raid on the territories under the protection of Skard Windbane, the Lord Commander of the Shieldbearers. These groups would often be supported by shamans wielding the power to command ice and snow, using the magic of cold as a weapon against their enemies. 

Windbane had fought the Ravencrag Furies and the wielders of the frost magic on multiple occasions, knowing full well that the Ravencrag people mostly worshipped the Nightfather, but also being certain of them being enemies of the Mists, so when a Shieldbearer patrol came back to the keep bearing news of a Ravencrag raid against the beastmen ending in a slaughter, and a beastman horde preparing to deal a final blow to the eight tribes, he decided to act immediately. 

Leading his Shieldbearers he came to the aid of Ravencrag, turning an almost certain defeat into a costly victory, but createing grounds to forge a lasting alliance. The Lord Commander’s bet paid off, as the eight tribes’ new Jarl formed a blood pact with Skard Windbane, forging an alliance that would last for over a century, serving both the people of Ravencrag and Frostvalley Keep. 

However, Windbane had one condition. Advised by his Loremasters he made it clear that the alliance would go on only as long as the boys exhibiting the talent to wield the power of the frost were properly schooled in the art of arcane magic, as uncontrolled use proved to twist their minds and open them to the corrupting influence of the Mists. The Jarl agreed somewhat begrudgingly, but agreed nonetheless, as those who survived the failed Ravencrag raid had already told him that the defeat was brought on not only by the numbers and the ferocity of the beastmen foes, but also by a sudden corruption and madness many of the shamans would fall victim to shortly after the Furies engaged the enemy. 

Hareag the Frost Mage 

Like all the boys that during their early teens reveal themselves to be the wielders of the frost magic talent, Hareag accompanied the Lord Commander of Frostvalley Keep on his way back home after his custmoray visit to meet the the new jarl of the eight tribes. After six months of being schooled by the Frostvalley Loremaster, he was shipped to Dathnafar to become a Frost Mage, his apprenticeship ending with the customary oath to oppose the Mists no matter which path (Dawn or Dusk) he chooses. 

After returning the the Valskyrr, Hareag wandered the cold wastes and the Deadlands for years, aiding Ravencrag Furies in their pursuits, and earning the respect that would make him an advisor to each of the jarls for the last sixteen years. He only recently resigned from the position and moved to Frostvalley Keep, the true reasons of this known only to a handful of those old enough to know his family’s history, or perceptive enough to see through Hareag’s motives. 

Regardless of any reasons Hareag might have had to relocate to Frostvalley Keep, he has quickly become a trusted ally and a well respected part of the questing company, as, despite his age, he decided not to continue advisory work, and instead become once again an active part of the struggle against the Mists.

Frost Staff by Enggar Adirasa

Hareag in the game 

The Frost Mage is an interesting and powerful twist on the already known Arcane Mage. Being less able to avoid battle or use the advantage of arcane fire against his enemies, he instead strikes at them with the cruel cold, not only able to attack them directly, but also weaken them before dealing the final blow. Did you like the story of Hareag? Share your thoughts and, as always, have a wonderful day! Błażej

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Tuesday, March 31, 2015

Mistfall: a Living World

As you are reading these words, we are coming closer and closer to the final 48 hours of Mistfall on Kickstarter, and things are getting hot once again. With 27 Stretch Goals unlocked, and a few surprises still up our sleeve, there is one thing I have not yet talked about, and it’s how the world of Mistfall was and is being built. 

Undead Loremaster by Enggar Adirasa
Kickstarting Mistfall was a completely new thing for me, although before we started, I had thought it would not be so surprising. I was working with NSKN Games at the time of the Progress: Evolution of Technology Kickstarter project, and by the time Exodus: Edge of Extinction launched, I had already been an official part of the NSKN team, so I thought that putting my own game on Kickstarter would not be such a new experience. Well, it turned out it was. 

I already wrote about the truly incredible community building around Mistfall, but I’ve not yet mentioned how surprised I was with the reception of not just the game, but also the Mistfall universe, with its characters, its stories and all of its lore. As I was publishing my vision of Valskyrr with its heroes and villains on this blog, I could feel a certain level of interest, but that had not made me ready for what was yet to come. 

I’m a gamer who started of with Talisman (well, this Talisman, to be exact), then wandered off into the realms of Role Playing Games for a good few years, only to come back to serious board gaming after some time, to discover how far it had gone. And still, even becoming fascinated with European style games, I would look closely at a game’s theme, and I would always be interested in the world it would build for me to dwell in as I played. 

As I started constructing the world of Mistfall, I thought that it was a perfect opportunity to make my own fantasy universe, one that would suit my fancies, and perhaps interest a handful of people who are as much into the game fluff as I’ve always been. I knew that the game needs some strong characters and a threatening, overarching enemy, but I also thought that not many people would be keen on following the stories I wrote so closely. Yet again, I was surprised.
Stunning Hammer by Enggar Adirasa

Before launching Mistfall on Kickstarter, world-building was almost a distraction. Although I would construct Heroes and Enemies with the vision of my universe in mind, I was also almost certain that some of the intricacies and interactions would remain visible only to me. The main goal was to make a consistent world for the players to adventure in, with making it original and interesting more of a personal quest than an actual design goal. 

And here the fans and backers yet again managed to teach me something about fantasy gaming: we are all more alike than we think, and this shared hobby of ours, this common love for defined visions of the worlds we will visit with every game makes us truly a fellowship of like minded individuals. 

Fellstalker by Enggar Adirasa
So thank you all for that valuable lesson - and now you can be sure that the world of Mistfall will grow and expand, so that we can all visit it together with Mistfall, with the Kickstarter lore updates, with blog posts and with any other game set in the Mistfall universe we ever publish. Thank you, and see you all in Valskyrr. 

Just to finish off, let me give you a collection of links that will allow you to find all of the stories: 

The basic four Heroes, the world creation and the Enemies can be found on the NSKN Blog or on the NSKN Games website

You can also find some extra stories in the following Kickstarter Updates: 
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Thursday, March 26, 2015

A Community in the Making


Kickstartingyour own game is an adventure: a wonderful, taxing, exhilarating adventure, which does not stop to amaze me – a person looking at their dream coming true. And although there are many aspects that make the whole endeavour truly awesome, there is one that makes it both a memory to cherish, and a great opportunity for the future.

On last Tuesday I shared some of my thoughts on Kickstarting Mistfall – my first published game, and a bit of a labour of love. It is a truly uplifting experience to see so much work – my work, and the work of other wonderful folks here and around NSKN Games – and a vision of the game draw more and more people, making all of the nights and days spent on Mistfall a small sacrifice for all the great things the game’s creator was given – by all backing the game.

Mistfall on the BGG Hotness
Mistfall is an idea of a game made real in slow, sometimes gruelling steps. Now, being over 400% funded it is fast becoming an awesome reality. A reality that sparked so much interest and discussion that it had occupied the very top of BoardGameGeek’s Hotness list for a solid week, put me as a designer in a truly magnificent company, and urged people to write over 1100 comments on Mistfall’s Kickstarterpage.

The Kickstarter campaign started over two weeks ago, and since then we’ve all answered many questions, but also simply exchanged opinions with people who were inclined to share their thoughts on the game, to offer suggestions, to help with editing the final rules, to create playmats, to spread the word of Mistfall to others – and to start creating a community of like-minded individuals gathered around a game that started as one person’s dream.

If there is anything truly amazing, anything astonishingly humbling about Kickstarter and crowdfunding in general, it is the connection established between the people who create, and the people who support creating. But in doing so it also elevates us all, making everyone a significant part of the process of crafting something that we will all enjoy, and giving everyone a voice that is important for me personally, for us (as NSKN Games) and for everyone else involved.

A True Fellowship indeed!
So, if you already are a backer – and much more than a backer, by being a part of this amazing journey – I thank you again. I thank you once again for your support and for your involvement. And if you are not a backer yet, consider becoming one not only to receive an awesome game, not only to be part of the process of making it, but also to be on the ground floor of building an absolutely awesome community.

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