![]() ![]() We like to think we’ve contributed significantly to that :) I don’t want to pronounce the titles, but by the author’s own admission, we’ve been the inspiration for quite a few titles, even the “millionaire” ones. How did and how much did S&S define the genre? Many years have passed now, but I remember that from the very beginning, our idea was to offer a gaming experience that would remind players of the first games played in the world of RPGs, but at the same time integrate it with the mechanics of MMORPG-type video games, where party formation and cohesion between classes are essentials for victory… all without any player having to isolate themselves in the role of “overlord.” The “RPG in a Box without a Master” genre gained popularity since S&S was first introduced. ![]() When it first came out, what was the unique value proposition of Sword & Sorcery? of the opponents from the simple “move and attack” to complex schemes based on the interaction with various powers, even between different enemies, while maintaining a good simplicity of reading and managing the cards. ![]() I believe that the key factors of Sword & Sorcery are two:ġ) the setting, which, although classic, is absurdly almost “original” nowadays, given that the others in every way to deviate as much as possible from archetypes… not always with good results :)Ģ) the enemies management, with S&S we have “elevated” the behavior of the A.I. What is the “elevator pitch” for Sword & Sorcery? With the Sword & Sorcery saga coming to a climax and an end with Sword & Sorcery – Abyssal Legends in Kickstarter, there was no better moment to interview Roberto Di Meglio and Simone Romano, two of the masterminds behind the cult classic co-op fantasy dungeon crawler that helped give birth to a whole new genre of miniature board games. ![]()
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