Forge Of Destiny Game & World
January 8, 2018 by dignity
Welcome to an exciting interview with Pavel Popov of New Destiny Games to talk about the interesting and weird world of Forge of Destiny.
This exciting Sci-Fi wargaming brings worlds together in which humans attempt to civilize a new community in deep space. With randomly generated terrain, you can turn your small skirmish games into advanced worldly engagements. Not to mention bringing your pet worm along for the journey.
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Are you ready for some Sci-Fi goodness?
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That sounds like an interesting game. I think that was one of the first interviews I’ve seen that Justin wasn’t leading the discussion. Pavlov certainly has a lot of enthusiasm. The models look nice. I’ll keep an eye out for this.
Thank you very much =) Although there’s a small typo – I am Pavel Popov, so Pavlov is an “Arnold Schwartzenegger-Red-Heat-style” mixture)) BoW studios and people are very inspiring, and its hard not to get even more enthusiastic about the project – even the environment itself there supports new developers – so many new ideas brought into life and models on these countless shelves =)
Apologies Pavel! Miscommunication with the editing team!
It was fantastic to have you over and I hope everyone at home can feel just an ounce of your awesome enthusiasm for Forge of Destiny 😀
Az
The command and control mechanics sound really interesting. The random nature for units without orders does give me pause. Seems like a unit would try to choose the least bad option rather than just a random order. Tailoring the options to each faction is a good idea.
Not sure I’m a fan of the 2D boards but the random battlefield generation is interesting and should make for a quick set up.
The minis are okay. They’d be improved with more dynamic poses. I do like the artwork though.
The quick playing time is a major selling point.
I’m not sold yet but I’m interested.
Thanks for your feedback =) Its not as random as it may sound. Each instinctive reaction chart is very much dependant on the type of unit and faction. A FALCON gunner is likely to try and gain elevation or cover, a Brakkan is more likely to engage in melee and so on and so forth. Further divisions are made on a unit-per-unit basis – melee units are likely to try to engage or close in, while shooting squads would prefer to stick in cover and blast away or turn tail and flee from a close-combat squad coming their way. There are possibilities to improve it too – like the Constable of the FALCON who allows to choose the reaction instead of randomly rolling for it. Of course, as long as a CMD test is passed =)
As regards fields – we are players with many years of tabletop games (I personally have 10+ armies in various games. Its good my wife does not know the full scale of this…), and limited nature/types of terrain available at home or in small local stores often made us sad, hence we decided to make a playing field that 1) allows the player not to invest too much money into terrain in order to fully experience the game; 2) is random, and with so many pieces forming the grid we never had a fully similar board in our test games, 3) removes a lot of whining like “I have seen the tip of your spear or my base is 1 mm closer hence I can shoot” and 4) allows to create new playing fields that represent the planets in the game’s lore, with unique weather and communication conditions, as well as elevation specifics. The desert world of Pompeii has geysers for example (and yep, they can burn when they are in the active stage). Thorn, which is a jungle world, has squares that may contain plants with natural toxins that are released in certain conditions and force units into berserker-like rage, and communications/visibility may be crazy there with all the levels of humidity and fogs, etc. =)
Hope that helps! There is more on the website and in the FB group. Thanks for the feedback once again! Its a pleasure when you ask us questions about the game =)