Of Dragons and Modules

It’s been some time since Simurgh: Call of the Dragonlord found its way to our Kickstarter backers, and although the game is not yet widely available, I’ve had the chance to read some reviews and talk to some people who played the game with the expansion.

So, it looks like Call of the Dragonlord is a success, as reviews and opinions clearly suggests that the game is better when played with the expansion content. This warms my heart especially, since I had the privilege of being Dragonlord’s lead designer, and I was given the opportunity to leave arguably the biggest mark on what turned out to be its final version.

What I personally consider the biggest advantage of Call of the Dragonlord is its modularity. Because of that it was much easier to work on it as a design team. Each of us could develop their own ideas, knowing that we could iron out the wrinkles created by interactions later, and that introducing different ideas would not lead to one designer stepping on another’s toes.

Simurgh_and Exp_CotD_Box_3D_4ARight from the start we knew we would want to put a lot of content in that gorgeous box, so apart from the comfort of being able to really work a lot into Call of the Dragonlord, we also knew we would be dodging some bullets. Most notably, we managed to evade making the game bloated, heavy and as unwieldy as many competent games that are crippled by expansion overflowing with new mechanisms, ideas and content.

Instead of making the game heavier, much longer and more complicated, we opted for the ability to customize and create a higher level of complexity of gameplay, and not really the rules. As we were progressing, I was firmly clinging on to the lesson of Arkham Horror – a game I used to love, and a game I parted ways with without a second thought the moment I understood its expanded form became a bloated horror that threatened my sanity whenever I tried to refresh on all of the rules.

Yet, with all the content Call of the Dragonlord brings to the table, I personally typed up the words: “We strongly recommend that you play Simurgh a couple of times before you start adding any elements of the expansion”, knowing that when mixed all together, Simurgh and Call of the Dragonlord might be a bit to heavy even for a seasoned gamer.

SIMURGH-WALLPAPER_the-wilds_01

Today I see though that our ideas were good, and I know that our hard work paid off. People customize their Simurgh experience, and Call of the Dragonlord seems to be considered a great expansion. I can only agree, as even though I am one of its three fathers (don’t get me started on the intricacies of dragon breeding), it is also one of the products by NSKN that is played most often in my household.

So, for now the only thing left for me to say is: I hope you have as much fun playing the game as I had working on its various elements. If you did (or did not), I’ll be glad to get your feedback. And seriously, if you’re playing Simurgh for the first time, keep your hands out of the expansion box. Even a dragon first learns to walk, before it masters the art of flight.

Oh, and one more thing: we are thinking of another modular expansion for another of our games. It is a story for a future post, but nobody will stop you from making educated guesses…

Did you know we have a special Simurgh + Call of the Dragonlord offer for Essen Spiel 2016 attendees? To check it out, just go to our Essen preorder page. If you’re missing only the expansion, you’ll find a great deal there as well!

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