Seven Dragon Saga Interview

TSI's Gold Box-inspired Seven Dragon Saga is the subject of a new interview on RPG Codex where an unnamed member of the recently debuted team addresses quite a few questions about the forthcoming role-playing game. Read on:

The early press release told us that Seven Dragon Saga will be turn-based. It also told us it would incorporate terrain advantages and destructible environments. Are you looking at something more dynamic like what Divinity: Original Sin did with its flammable oil patches, extinguishable fires and freezable water? Or will it be more passive, like in the vein of classic strategy games?

We are looking to incorporate additional modern tactical choices, like Divinity: Original Sin offers with its elemental magic, but not to the exclusion of common advantages such as cover, flanking and height advantage. It will be rare that the solution to a battle is simply to light up a pool of oil. Each character's mobility, weapon and armor choices, and details of the environment will determine the best approach to each situation.

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What would you say is more accurate for encounter design within the framework of Seven Dragon Saga fighting armies, or fighting strong individuals? I imagine a turn-based system would favor the latter, but the idea of being more powerful could support the first.

Enemies in Seven Dragon Saga fall into four broad groups: from weaker Grunts to powerful Overlords. These groups work well in combination and in isolation. Grunts are most interesting in large numbers, and Seven Dragon Saga provides the player with many options for eliminating multiple enemies at a time, preventing horde battles from becoming inordinately long.

An Overlord, screened by Soldiers and Grunts, and supported by Superiors presents players with more complex challenges. Add to this the mix of ranged vs. melee, slow vs. fast, magical vs. physical opponents, and each battle can take on a different texture. And the environment presents its own benefits to one style over another.'‹