The Tales Come Quietly
Lore was never a prime focus of mine in our early stages of crafting Proelium; my main concerns were levied on getting the mechanics rock solid and player interactions thematically correct. To put it simply, I wanted the Cleric’s skills to make her feel like a cleric, but I never […]
When I describe Proelium, I tend to call it “an MMO boss fight in a box.” As I mentioned in my post on “Inspiration”, it is our central adversaries that make up the core of our flagship title. Some of these antagonists are massive single creatures, while others are groups […]
Fabrication and Iteration
One of the most interesting parts of working on boardgames is the physical nature of it all. Computers and notebooks are certainly a mainstay of the work we do here at Randover Games, but it is the actual hands-on testing with prototypes that makes it feel truly unique. In light […]
Post Pax Posting
(or lack thereof) Well, it’s been just shy of a week since PAX South ended, and we’ve been hard at work here at Randover Games. We learned a great deal during our time in San Antonio, and here is a quick post to let you guys in on some of […]
The pre-convention rush is in full swing, and its amazing to watch things come together.
You never really know when it’s going to strike you.
Logos… Logos Everywhere….
As Angie and I move ever closer to heading to PAX South, the importance of making a name for ourselves hangs over the heads of all of Randover Games like a guillotine with the words “Make it or Break it” etched on the side. So, lets dive into the land […]
There you go everyone, a look into the future.