The EscapePath ForumRecent Posts
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 1 
 on: December 05, 2008, 10:27:36 AM 
Started by AndySlater - Last post by AndySlater
Okay, so November 2007 didn't happen and in fact a year has passed with no progress.

I'm currently up to my ears in other projects and although I will certainly come back to this, it won't be until some time in 2009.

In the meantime I've taken the decision to block registration.  Nobody is actually using the forum however it is getting a steady stream of new member applications from what would appear to be robots.  If you are a real person who is interested in helping with this project and wants to register that interest, please use the contact form to get in touch.

 2 
 on: January 09, 2008, 02:20:03 PM 
Started by AndySlater - Last post by AndySlater
My new year resolutions for 2008 include making more terrain and enter a few of the competitions over on TerraGenesis.

Since posting the proposal for this scenario it occurred to me that it might be more interesting if there were a few random rocks strewn around the place.  Further more it occurred to me the the cargo hold of a space ship (with random barrels and crates) would make for a good sci-fi alternative to a cavern.  It just so happens that the cargo bay idea fits nicely with TG's current competition so that's what I'll be doing:

http://www.terragenesis.co.uk/forum/viewtopic.php?p=31505

 3 
 on: November 18, 2007, 03:06:08 PM 
Started by jedion357 - Last post by AndySlater
Has some nice artwork and however one of my objectives is to make some 3D terrain for when I'm playing so I won't be leaping in.

Can a person who's used that program make their finished artwork available to others or are there restrictions?

 4 
 on: November 18, 2007, 01:08:38 AM 
Started by jedion357 - Last post by jedion357
Hello all
Just a little FYI :http://www.dundjinni.com/
 I was just updating my Dunjinni software with all the user art pack and new downloads of the week. The Dunjinni program is tailor made for producing room tiles for escape path. There is a free demo version and the user art packs and downloads of the week really expand the capabilities. I dont know if the free demo will support the user art packs (I paid for the Castle, village, temple, and campaign packs years ago) thought I'd post this for everyones benefit.

A few years ago I tried a few free web based mapping programs then bought the above after trying the demo. Been mostly happy with it and used the features for writing RPG adventures quite a bit.

if anyone else has a similar program that is free or not list yours in this thread

 5 
 on: November 07, 2007, 08:09:09 AM 
Started by AndySlater - Last post by AndySlater
This the the second version of BBD (the first can be found here).  The fist version of this scenario was used to test Core 1.0 and identified a number of problems which seem to be fixed by the proposed Core 1.1 (click here).  A few adjustments have also been made to the scenario and the new version is shown below.

The Scenario

Brock Shothouse is not a happy man. Somebody has stolen 6 bottles of Jack Daniels from the paniers of his Harley and made off down a nearby drain cover. Eager to 'have a chat' with this individual, Brock and his four pals have entered the drain system (at point A on the map) and followed the trail to a little room (point B) where they discover 5 of the 6 stolen bottles.

At almost exactly the same time an apparently drunken individual staggers into view at the end of a short corridor. Brock's first instinct is to greet the individual and politely ask for the return of the remaining bottle of Jack, but something makes him hesitate. Perhaps it's the rank smell wafting towards him or the strange moaning sounds coming from their new found friend. Then again perhaps it's the fact that half of the individuals face has been chewed off and there's a hole in his chest big enough that Brock could put his fist through.

Luckily Brock has seen a few zombie movies in his time and the appearance of two more at the end of adjacent corridors is enough to persuade Brock that it's time to be getting on home. The team are also fortunate in that they remembered to bring their pistolas and a change of underwear. So, each armed with a pistol and a bottle of Jack which they may ignite and throw, or save for later consumption at their own discretion, they make for the exit.




1. Use version 1.0 core rules but add in the changes as proposed for Core 1.1

2. The 'voids' rule should be used for the enclosed rectangular areas.

3. The team player uses 1 team of 5 characters who start in the room at B on the map. 3 of the characters start out facing the oncoming bogies from the positions indicated. The team player may place the remaining 2 team characters anywhere in that room.

4. The swarm may be used as a slow swarm in which case the swarm player may have up to 15 bogies in play, or as a fast swarm in which case the swarm player may only have 10 bogies in play. The game starts with 10 bogies in play at the positions shown. Additional bogies come in to play at the points marked with a '+' at the rate of 2 bogies per turn.

5. Two games should be played such that each player gets to play the team and the bogies. The winner is the player who gets the most team members out of the drain system. If both players succeed in geting the same number of characters out of the drain then the winner is the one who has the most bottle of Jack Daniels.  If that number is also equal then the player who killed the most bogies wins. If both players also killed the same number of bogies, the match is a draw.

 6 
 on: November 06, 2007, 11:28:43 PM 
Started by AndySlater - Last post by AndySlater
I mentioned elsewhere that Debs commented that this map looked a bit boring and I think it's fair to say she expected it to be a walk in the park for the swarm and chose to play them in our first game to prove the point.

Result: the entire team escaped.

"Too easy for the team" she said.  So we swapped over and I played the swarm.

Result: zero members of the team escaped.

Obviously this forced her to reconsider her prejudice and apply some strategic thinking.  I played the team in the third game.

Result: three members of the team escaped.


Having come back to write this up I notice that we made a minor error in that we started with the 3 bogies in the tomb a step back from the positions shown.

We played as per the proposed Core 1.1 and slow bogies.  We played with 9 bogies max but allowed them to refresh at up to 3 per turn with 1 coming from each of the 3 entrances to the tomb.


 7 
 on: November 06, 2007, 11:10:44 PM 
Started by ghetti - Last post by AndySlater
Your newest one provides a lot more tactical options.  I look forward to seeing how you get on with it.

 8 
 on: November 06, 2007, 10:30:28 PM 
Started by ghetti - Last post by ghetti
and another variation:



i believe this one to be more even ground.

an open chess board obviously favors humans, while a broken maze of small corridors and lots of turns favors bogies....

 9 
 on: November 06, 2007, 10:04:26 PM 
Started by ghetti - Last post by ghetti
quite true.  Grin

although this is a very 'open' board in the sense that you can pretty much move in every direction, it doesn't provide a lot of open fire, so bogies can come fast around corners.

but what i hope to start finding is the ratios and values of units and abilities. as an example: 5 men may not survive through 10 fast bogies with out panic fire, but they might manage to survive with panic fire. what that could possibly tell us is that if a scenario is made without the use of panic fire there should half as many bogies in play to make it balanced....

 10 
 on: November 06, 2007, 09:36:25 PM 
Started by ghetti - Last post by AndySlater
Prediction: The team are going to die horribly. Wink

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