I'd also seen moulds for making some fantastic tomb, dungeon and starship terrains at Hirst Arts and wondered how I might use them. The main problem was that the first edition Space Hulk rules (which everyone says are better than later editions) have rules that rely on the sectional nature of the terrain that came in the boxed set. While looking for a solution I discovered other 'problems' and ended up thinking in terms of creating a new set of rules. I have created this site to act as a home and a place for discussion of those rules.
Escape Path (the game) will be:
Based on scenarios where a small team with ranged weapons has gone into a maze-like environment and finds themselves up against a numerically superior force with no ranged weapons. The stuff of which the Alien movies are made, however as far as Escape Path is concerned, it could be archaeologists versus skeletons in an ancient tomb, dwarves in an 'abandoned' mine full of goblins or any other scenario that appeals to the players.
It should be possible to play the scenarios on anything from a map that's been drawn on a sheet of paper using cardboard counters, to a superbly detailed terrain layout with exquisitely painted figures; home-made or from any manufacturer you choose.
The core rules will be simple enough for new player to get to grips with in a matter of minutes.
Optional/additional rules can be used to make things more complicated for those who like it that way.
I have already given some considerable thought to how this might be achieved but would like to invite input from anybody to whom the idea appeals. To this end I have set up a forum. It is not yet fully operational but please feel free to take a look, register, and make a few test posts in the off-topic section. Please click here to access the forum.
©2006 Andy Slater