One of my side projects is redesigning RTL. It is a pretty hefty overhaul that is incorporating some aspects of Sea of Blood and is mainly intended for my group since we would like to have the game a little more balanced and a different atmosphere. I know many would disagree and rightfully so, since every change I make may/will have dramatic affects on the game balance that will be difficult to foresee. It is still in design, therefore not tested and I'm sure some will dislike some of the concepts. Some examples of changes for RTL (Revised):
- Sea of Blood Rules - Divine Favor, Home City, Reduced fatigue upgrades, no Lieutenant Treachery and swimming in encounters.
- The Plot Deck - A select number of plots are slightly modified and all conquest costs are removed. Together they form the plot deck, one plot card is brought into play for every 50 total conquest earned.
- Hero Skills - Heroes are limited to learn up to three (with some exceptions) skills as designated on their character cards.
- Quests - Dungeons may only be entered if you have a rumor (quest) for them. Up to 3 active rumors are in play at a time.
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Lieutenant Battles
- Lieutenants don't die
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Razing
- Cities are no longer razed instead they switch allegience
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- City upgrades - All cities have upgrades and offer the Overlord advantages if they join him.
- Legendary Skills - Some skills have been reclassified and can only be learned under special circumstances.
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Alchemical Breakthrough
- New Antidote, Invulnerability and Remedy potions
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- Market Shortage - Treasures are now rarer so merchants have less to offer the heroes, instead they will need to brave the Overlords forces to wrest the greatest treasures.
- Revised Conquest Rules - The Overlord and Heroes must work harder to earn their conquest.
- Hirelings - The heroes have inspired some citizens to rise up and help defeat the Overlord.
- Race to the Overlord's Keep - This is end game material, a little too early to tell all.
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New Victory Conditions
- Dominance, Power or Force
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The great news is it's all coming together nicely. The bad news is I just don't have enough hours in a day to test it all. I would be interested in any brave volunteers to play test scenarios in your groups and provide feedback on how they play and later play testing the actual campaign rules. Please let me know if you would be interested. I would like to e-mail predefined scenarios including hero load outs to see how well parts of the game work and receive any feedback good or bad.
. Feel free to post here for an open discussion.