Voltron’s Transformation

May 18, 2010 on 9:08 am | In Monsterpocalypse, blog | No Comments

After Brent’s quest to bring Voltron over to Monsterpocalypse, the responsibility fell to Erik, Michael, and I to bring the characters of Voltron to life within the context of the Monsterpocalypse game.

As noted last week, we really wanted the Voltron game to be accessible to new players, so we decided to trim down which sorts of abilities the morphers, metamorphs, and units of Voltron would have. Out of Actions, Advantages, Triggers, Reactions, and Skills, we chose to hone in on the Triggers and Skills, the two most plentiful ability types. We also chose to forego granted abilities (those that appear red or blue on Monsterpocalypse figures). These choices made it easier to craft an easy-to-learn rulebook while leaving us with plenty of ability options to give the Lions and Robeasts.

Since the Voltron game would move away from city-smashing and take the fight into space, the next decision was an easy one. All Voltron figures gained the Flight Skill. This was a logical thematic choice, but it also allowed certain additional simplifications in the rulebook.

From there, we fleshed out the Voltron figures with all sorts of juicy Skills and Triggers – Explosion, Motivator, Power Gorge, Quick, Radial Attack, and more. We gave each of the morphers a slightly different niche within the overall game play elements of the monster and made the monster ultra forms capable of really dishing out damage. The lack of some of the trickier ability types left plenty of room for raw beat down potential. Even the relatively simple Galactic Garrison Cruisers and Skull Ships demonstrate this efficiency flavored with the organized fleet tactics of the Galactic Garrison versus the raider strike force feel of the nefarious Skull Ships.

Once the basics of the figures, rules, and maps were in place, playtesting could begin in earnest. Early on in the playtest process, Voltron included asteroids that functioned somewhat akin to buildings in Monsterpocalypse. Playtesting, development discussions, and production input led us to consider a new spin for Voltron – map-based terrain rather than building-based terrain. After much discussion, we ultimately decided to go with two unique maps each offering a very different game play experience. The shift to Power Crystals for powering up and stellar bodies for collision damage worked out perfectly to capture the feel of Voltron and the feel of Monsterpocalypse simultaneously.

Michael previewed the Solar Conflict map a few months ago. This map centers quite literally around the supernova terrain feature. This brutal map element can cause two collision damage to an enemy monster smashed into it and can cause even more damage if they don’t move quickly away from the star’s burning plasma.

The other Voltron map has a very different theme from Solar Conflict, a theme that we are certain to more fully explore in a future MonsterInsider blog entry.

Until next time!

How Voltron Came to Monsterpocalypse

May 3, 2010 on 8:58 am | In Monsterpocalypse, blog | 1 Comment

As promised, today we’ll be looking at Voltron’s trail from cartoon hero to Monsterpocalypse figure. From its inception, part of the plan for Monsterpocalypse was an open-ended format. From alien invaders and giant robots to Lovecraftian horrors, anything was possible in the world of Monsterpocalypse, and monsters from a broad range of media could find a place within that world.

Matt Wilson’s original vision for the setting allowed for the possibility of “guest stars” from movies, cartoons, novels, or comic books. These guest stars would appear in their own stand-alone games but could also smash their way onto Monsterpocalypse game maps around the world to fight our own monstrous creations.

Voltron is the first of those guest stars.

When it comes to licensing and Privateer Press products, we turn to Brent the Legal Guy, and setting up our very first Monsterpocalypse guest star license was no exception. Brent had several criteria for choosing any licenses we would pursue for Monsterpocalypse.

First off, the characters had to fit the game mechanics. The timing worked out perfectly here, as Brent began looking into licensing about the time the morpher game mechanics entered playtesting. Frequent playtest sessions with Legionnaire and Galaxius-4 were a constant reminder of the Voltron lions and their own combining mechanics from the cartoon.

Secondly, Brent was looking for characters that would really resonate with the existing Monsterpocalypse player base. Many Monsterpocalypse players (such as those found throughout the Privateer Press offices) grew up with the Voltron cartoons and toys, so the nostalgia factor was very high with our target audience.

Finally, the monsters chosen would need to be something easy to present within the Monsterpocalypse world but also as a stand-alone product. By zeroing in on Lion Voltron and his nemesis from the Fleet of Doom movie, we had a nice self-contained game that also stayed true to the story. This allowed us to make a product that appeals to new players but also fits seamlessly into the broader Monsterpocalypse game.

So Brent the Legal Guy excitedly contacted World Events Production, owners of the Voltron license, and the rest is a story for another day. Join me in my next blog as I explore how the Voltron lions converted from cartoon heroes into Monsterpocalypse game figures.

Monsterpocalypse World Tour

April 12, 2010 on 9:06 am | In Monsterpocalypse, blog | No Comments

It’s been a while since my last post here on MonsterInsider, so allow me to reintroduce myself. This is DC, the coordinator for the MonsterWatch rules team and staff judge for Monsterpocalypse Masters and Champion events, such as those at Gen Con, Monsterpocapalooza, and AdeptiCon. This promises to be a great year for Monsterpocalypse events, and we’re already off to a solid start.

The year’s Monsterpocalypse convention events started with a bang back in February with TempleCon 2010 and continued into March with AdeptiCon 2010. Both conventions hosted a pair of qualifier tournaments to determine the top Monsterpocalypse players present, an elite crew who would play for the title in a championship showdown.

May will bring us not only another convention with great Monsterpocalypse events but also the first-ever Monsterpocalypse-themed convention. MonCon out in Tulsa, Oklahoma is a dedicated platform for Monsterpocalypse madness and is the perfect opportunity to put your monster-bashing, city-smashing skills to the test against a wide cross-section of Monsterpocalypse players. The three-day event also features 24/7 kaiju movies as well as contests, panels, and unique prizes. Check out the following link to learn more:

http://teamcovenant.com/02/17/2010/moncon-2010/

August will take Monsterpocalypse players back to where it all began—Gen Con. Gen Con 2008 hosted the unveiling of Monsterpocalypse to the world, and Gen Con 2009 hosted the first Gen Con championship event. Will Gen Con 2010 see another title for Josh Grimillion (XandZero2), or will a new champion carve his initials into the rubble of a decimated city?

In addition to the qualifier and championship events, Gen Con 2010 will also showcase the return of a new and improved casual event. The event formerly known as “All You Can Eat” is now a part of the larger “Iron Arena” event. Players will be able to earn points redeemable for all sorts of great prizes by playing Monsterpocalypse casual games, Voltron games, or by playing demos of other Privateer Press games. As before, these points can be redeemed for great prizes like promotional figures and other rare items.

I hope that you’re as excited as I am about the new season of Monsterpocalypse convention events. Join me again next blog when I take a look back at AdeptiCon and my experiences with the great players in Chicago.

The Best Laid Plans

January 29, 2009 on 2:16 pm | In Kaiju, Monsterpocalypse, blog | No Comments

Hey, Monsterpocalypse peoples. This is DC (PPS_Dacarnix) popping in to Erik’s blog to talk about Monsterpocalypse strategies and the Monsterpocalypse strategy guide for Series 2: I Chomp NY. Before I go any further, I just want to say what a great time I have reading some of the threads in the Monsterpocalypse forums. We’ve got a great community built up so far, and I really enjoy seeing the excitement and creativity of that community. If anyone reading hasn’t had a chance to see light-up Zor-Maxim or cow-abduction Ares Mothership, you really owe it to yourself to check out some of the neat things fellow players are doing with Monsterpocalypse: http://forums.monsterpocalypse.com/viewtopic.php?f=2&t=1015.

So on to rambling about strategy. It’s amazing how much one can learn in the first few games of Monsterpocalypse. The first time you combine abilities in an unexpected way or take back-to-back monster activations can be a real eye-opener and can add excitement and passion to the game. The first multi-monster game is another important milestone that unlocks all sorts of new tactics and possibilities. And the first tournament victory with accompanying shiny new mega form, well… I think that one speaks for itself.

Suffice it to say, we’re all at different places when it comes to the level of strategy that we currently understand in the game of Monsterpocalypse. Maybe you don’t remember any rules or abilities without looking them up, and maybe you’re ready to place in a world-wide Monsterpocalypse championship. More than likely, you fall somewhere in between.

The Monsterpocalypse strategy guides need to take that into account. We want content that is going to hit lots of readers, sort of a midline of our players. So the bulk of the strategy guide content is written to that audience. There’s information on the strengths of each monster and unit, and there are tips on how to combine them into effective armies. There are also general strategy articles, a Monsterpocalypse puzzle to solve, and preview information for the next Monsterpocalypse series to come down the road.

For players who are newer to Monsterpocalypse or who take a more casual interest in the game, we have added complete ability lists beneath each monster and unit entry and have added more of the background story of Monsterpocalypse to the strategy guide. The I Chomp NY strategy guide also contains an article about alternate scenarios, ways to play Monsterpocalypse that won’t be found at your local tournament but that will let you reenact scenes from monster movies or inspire you to create new scenarios of your own.

For cagey veterans, the strategy guide includes a new map, a new quick reference guide, and complete stats for every figure in I Chomp NY. If you also find some tidbits to help you fight with or against certain figures, then great. Even if not, however, the guide serves as a compilation of the monsters and units you can use or fight in this new series. Your own analysis will serve you as well (if not better) than ours, and in-game experience is still the best teacher of all.

So whether you just heard about Monsterpocalypse this morning, have been dominating your local tournaments for months, or anywhere in between, I truly hope that you’ll enjoy the I Chomp NY strategy guide!

Reach Out and Crush Someone,

-DC

Talkin’ Units Here: The Interceptor

May 19, 2008 on 12:19 pm | In Kaiju, Monsterpocalypse, blog | 4 Comments

While a monster-centric game, Monsterpocalypse’s units play a vital roll as well. Units to gain Power Dice, whether from securing buildings, holding Power Zones, or just destroying other units, and they can cost your opponent Power Dice by holding Negative Zones. Often these activities prove just as profitable as destroying your opponent’s units, so don’t judge a unit solely on its combat potential. With that in mind, I bring you the following unit: the Shadow Sun Syndicate’s “Interceptor”.

What it lacks in punch, it makes up for in Speed!

In combat terms, the Interceptor doesn’t offer much; its Blast 1 can be useful in combined attacks but not for much else. The Interceptor’s real advantage lies in its Speed 7, the highest among all the units in the first set. In addition, the Interceptor’s Hover ability allows it to move easily over rough terrain. This combination means the Interceptor can spawn and then move super quick to the middle of the battle map and hold valuable Power Zones or help other units secure buildings.

The Interceptor’s high Speed and Hover ability also make it a prime unit for screening your monster. As I mentioned in previous posts, just placing a few units between your monster and your opponent’s monster forces your opponent to address those units or find a way around them. Either way, he has to deal with them, and this can save your monster from some pretty devastating Power Attacks.

The Interceptor also has the Transport ability. This allows it to use an action to place “Shadow Gates” on the map. Slow-moving units, Shadow Gates can, as an action, teleport other friendly units on the map to spaces adjacent to the Shadow Gate. This gives the Shadow Sun Syndicate incredible mobility and makes it easy for them to deny their opponents Power Zones (because the Interceptors and Teleported units beat the other guys to it) or Secure Buildings (because you cannot secure a building with an enemy unit adjacent to the building).

With the ability to Teleport freshly spawned Interceptors to points halfway across the map, and then advance those Interceptors, the Shadow Sun Syndicate not only has real potential for taking and holding Power Zones and securing buildings but also some real harassment potential in denying their opponents those resources as well.

Next Page »

Entries and comments feeds. Valid XHTML and CSS. ^Top^
Unless explicitly stated otherwise, all site contents ™ and/or © 2000-2008 Privateer Press Inc. This use policy also applies to the content on this site.