by Brother Jim
In addition to being a vocal and very enthusiastic backer of the project have also been most curious about the gamplay options under the hood. It's a fair question, I think. The introductory scenario is (appropriately) pretty basic but allows light to be shone on the stamina gem system, which is a nice feature.In a thread I posted in Variants where it went to die (!) I asked if there were any consideration given to using the gems as Level 7 [Omega Protocol] used adrenaline, the used hero gems moving to the Overlord. This creates in L7:OP a really nice tension and rhythm and it balances and scales the game well. It sounds like that isn't exactly in the cards but other mechanical variation might be.
I have also asked about potential combos and chaining effects...as could perhaps be created with "event" cards purchasable by gems on each side (a bit like Last Night on Earth: The Zombie Game - I know, not known for its mechanical depth but it's fun!). What I have had mentioned by playtesters is that a lot of interesting decisions come from the fact that the heroes can take their actions in any comnbined order, so good discussions can be had about intertwining different heroes' shining moments for big moves. I note myself that in future scenarios the Overlord can trigger traps and events (fire spreading, ex.) which is also promising to open the game up a bit beyond just a skirmish "hack and slash."
I will almost certainly go "all in" with this project and I love how Monolith has conducted the campaign. I give the authentic spirit, ambition and chrome of this project the highest marks. I remain very curious about what gameplay depth will be revealed as more is shared about the non-introductory scenarios. The designers brought into the project give real cause for optimism, as has been noted. The rule book will be going up soon, too. Thanks, all, for this constructive thread; maybe It will encourage Monolith to give us more of a peak into some of the later scenarios!
:)