Play Like You’re at the Table: How Sunderfolk Turns Your Phone Into a TTRPG Controller

As a fellow gamer, I’m excited to join you all in the world of Sunderfolk, where Dreamhaven is crafting a unique digital experience for tabletop RPG enthusiasts and newcomers alike. Using cutting-edge mobile technology, Sunderfolk promises an asymmetrical gaming journey that mirrors the thrill of sitting around the table with friends.

Video games like “Baldur’s Gate 3” have been pioneering the way in adapting tabletop RPG systems (like “D&D 5e”) for digital platforms, but “Sunderfolk” is venturing down an entirely new path. This class-based fantasy RPG allows players to utilize their smartphones as controllers, replicating the character sheets commonly used in traditional tabletop RPGs. Game Rant had the opportunity to interview the developers of “Sunderfolk”, which included game director Erin Marek, campaign designer Kara Centell-Dunk, studio head Chris Sigaty, and senior UX/UI designer Hasiba Arshad. They discussed the innovative systems that make up the core of this unique title.

How Sunderfolk Will Turn Phones Into TTRPG Controllers

Sunderfolk’s Tabletop Inspirations

A: Could you elaborate a bit more specifically about the impact of Gloomhaven on Sunderfolk? To be more precise, can you describe some tangible examples of how decisions in Sunderfolk have been affected by Gloomhaven?

Marek explained that they created Sunderfolk out of their passion for tabletop games and role-playing games (TTRPGs). They spent a considerable amount of time playing Gloomhaven as a group, reflecting on what makes tactical genre games exceptional while also considering the aspects that can make them challenging for newcomers. Marek, being an avid board game enthusiast, a massive fan of turn-based tactics video games, and a 20-year veteran of TTRPG game mastering, found it difficult to engage his friends in some of the more complex, intricate tactics turn-based board games. This struggle was always at the back of their minds, prompting them to think not only about what Sunderfolk could be, but how they could adapt those elements to appeal to people who might usually shy away from such games due to their complexity.

In the realm of gaming, I drew inspiration from the ability cards in the intriguing world of Gloomhaven. I found it was a brilliant way to preserve that board game essence for Sunderfolk, while also leaning into something that avid gamers would instantly recognize. Yet, we were determined to refine these elements in strategic areas, making them quicker to grasp for newcomers.

While some aspects of Sunderfolk might feel comfortably familiar to a seasoned board game enthusiast, our goal was to strike an ideal balance between innovation and simplification, crafting something uniquely ours.

A: Could you tell me which advantages of tabletop/board games were essential for us to include in Sunderfolk, and conversely, which aspects should we be careful to exclude?

Centell-Dunk: One aspect I truly enjoy in tabletop dungeon crawls is brainstorming with my friends and experiencing unexpected, humorous incidents during gameplay. In Sunderfolk, it was crucial to provide chances for players to work together and enhance each other’s contributions, not only from a tactical perspective but also in storytelling. This way, a player’s abilities can complement another’s, forming an exciting strategic encounter. However, the experience becomes even more enjoyable when you discover that the fearsome creature you’re battling has been humorously renamed “Evil Snot” by your friend.

In contrast to tabletop games where you must remember every rule at all times, we’ve opted to discard that requirement in our game, Sunderfolk. Being a video game allows players to learn and adapt gradually, which is more intuitive. As creators, we can design responsive mechanics that prompt the player when they become relevant. Since the game only enables actions it was specifically designed for, there’s no possibility of misunderstanding or misapplying the rules.

Question: Are there any new elements that you’d like to see Sunderfolk potentially bring to the world of tabletop/board games?

For my part, being a passionate enthusiast in the realm of tabletop design and video game production, I aspire for ‘Sunderfolk’ to serve as a gateway for novices into the tabletop and board game arena. My hope is that those who enjoy our tribute to tabletop dungeon crawlers find the courage to venture into creating their own experiences if they so desire!>

Sunderfolk’s TTRPG-Based Gameplay

Sunderfolk’s Classes

As a seasoned gamer, when it comes to the not-so-obvious characters such as the Arcanist and Pyromancer, I’d say their closest counterparts in a tabletop game would be the Sorcerer and the Fire Mage, respectively. These classes share similar abilities and themes of magic and elemental control.

Marek: The Arcanist class is akin to experiencing the thrill of being a wizard in gameplay. It offers peculiar spells, requires management of extra resources (mana), and was designed specifically for players who enjoy the wizard archetype! If you play smartly, you’ll be able to pull off some intricate maneuvers and access functionalities that are less common and more specialized than those found in other classes.

A Pyromancer can be likened to a Sorcerer, as both are proficient in dealing high-damage spells, particularly those causing widespread damage across an area. In some ways, a Pyromancer could be seen as a mischievous fire imp, which aligns well with many players who take on the role of a Sorcerer during our gaming sessions.

A: What could be compared to the other roles in the game – Bard, Berserker, Ranger, and Rogue – from a system perspective, such as in D&D 5e or Pathfinder, would you say?

Marek:In essence, Bard, Berserker, Ranger, and Rogue are quite similar to their tabletop counterparts bearing the same name. The Rogue, in particular, is designed to avoid damage while inflicting more when it’s evading, much like a rogue in many game systems has a sneak attack state that triggers extra damage and typically includes various dodge bonuses. Interestingly, Sunderfolk‘s Rogue has increased movement as one might anticipate for a rogue class, but it also features a skill card that interacts with gold, which could be seen as an extension of its role as a “thief” class if you choose to construct your Rogue in that fashion.

The Berserker is a frontline tank character that invites damage. Similar to its counterpart, upon entering its “rage” mode, it gains extra defense and attack abilities. However, unlike its counterpart, we aim for our Berserker to offer some additional utility options compared to the average within the class.

In the game “Sunderfolk,” the Ranger character is undeniably a ranger, but certain ranger characters may exhibit a dual identity based on the gaming system they’re part of. The Ranger in this game primarily excels at ranged attacks using a bow and has additional abilities that allow for effective trap usage, resembling the Legolas character type more than the Drizzt Do’Urden character type.

In our version of the game, the last character is referred to as “Bard,” but this interpretation fits particularly well within the context of the Sunderfolk universe. Traditionally, bards are characters who inspire and bolster their allies, serving as a versatile support system. However, in our game, mobility takes center stage when it comes to battlefield control. Our Bard emphasizes the buffing abilities you’d typically expect, but also places significant focus on movement control, a tactic more distinctive to our strategic gaming style.

Asymmetric Mobile Gameplay

Question: From where did the concept of using a smartphone as a game controller emerge, and what advantages does this approach offer to players compared to conventional controllers?

In the beginning, when we embarked on Secret Door, we brainstormed numerous ideas for what our initial game could be. At the core, it was a blend between the classic role-playing game, Dungeons & Dragons, and the interactive style of a Jackbox game. After much deliberation and refining our ideas, this concept was the one that resonated most deeply with us, aligning perfectly with our studio’s value of “Explorers”.

The advantages of the phone controller are substantial, as it facilitates a feature frequently found in tabletop role-playing games (TTRPGs) and board games – keeping certain information concealed from the player’s party. For instance, in many TTRPGs, players have their individual character sheets displaying stats, equipment, backgrounds, etc. Game masters may provide notes or privately share info with specific players that only their characters are aware of. The phone controller streamlines this process efficiently, something traditional controllers often fail to achieve.

Q: Can you talk a little bit about its influence on that “at the table” feel of Sunderfolk?

The game controller for the phone functions similar to traditional tabletop role-playing games (TTRPGs) and board games. It provides necessary details directly, making it convenient when playing with others in the same room. Notably, you don’t need separate computers or consoles for each player, as they can collaborate on strategy, purchase items, access hidden information, name characters, and interact with non-player characters (NPCs). Meanwhile, the TV serves as a shared screen to display important game information.

Incorporating a user-friendly interface for the game controller along with the sequential play mode enables players to not only plan their game tactics but also share personal stories and common interests. This is one of the enchanting aspects of tabletop role-playing games (TTRPG) and board games, and it’s an element we aim to achieve in our creation, Sunderfolk, as well.

Was there anything surprising about the obstacles or victories encountered while integrating mobile gaming experience?

The design for the control system went through numerous revisions. At first, we were uncertain if a low network latency might actually undermine the concept. However, to our delight, initial models demonstrated that the control system was smooth and swift in its operation.

As a gamer, I faced an unusual hurdle – reshaping portrait-style mobile screens into landscape-friendly game interfaces. Gadgets like traditional computer mice, trackpads, and drawing tablets served as my guiding stars during this transformation.

those with larger fingers on small devices experienced more struggle. This discovery led us to realize that a one-size-fits-all approach was not effective. Each player is unique, so we introduced customizable settings allowing players to tailor the game according to their preferences. We’re eager to refine this aspect after launch!

Question: In the design of the phone game, how did you ensure that players were provided with the right amount of information for each turn without overwhelming them with excessive details or leaving them in the dark? What strategies did you employ to strike this balance?

Whenever we introduced new elements into the game, we consistently pondered over questions like, “Should this feature appear on the primary or personal interface? Is teamwork essential for this task, or is it independent and can be handled individually?

Initially, we thought that all battle details should be displayed on the primary screen since battles are a team effort. However, this method created challenges for players in recalling each monster’s actions and significantly simplified our game mechanics. The game became more versatile when we incorporated the Mission Log on the individual screen. Now, players can conveniently look up what every character or item does on the game board without disrupting their party’s experience.

How might I respond to those who might find the concept of mobile gaming less appealing?

Or alternatively,

What could be said to individuals who may have reservations about playing games on their phones?

As a passionate advocate for phone controls, I acknowledge the initial apprehension some folks might have towards this concept. However, once given a fair shot, people quickly grasp the immense potential these tools hold. A heartwarming example from our recent Closed Beta resonated deeply with me – a family playing Sunderfolk, where for the first time in a while, the phone was used positively to foster social, face-to-face interaction. Moments like that are exactly what we strive to cultivate, and the phone controller plays a pivotal role in making such experiences possible.

Marek: Although it might initially feel a bit daunting or off-putting, we’d be thrilled if players would give it a shot and share their thoughts! This is a fresh approach to these types of games, aiming to enhance the couch co-op experience. The phone here acts as a deck of cards or a character sheet you might encounter in tabletop role-playing games (TTRPG) or board games. As this is our initial attempt at this concept, we’re eager for player feedback to understand if it’s effectively addressing the issues at hand. If you find yourself enjoying it, your feedback could significantly help us refine and further improve the game.

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2025-04-22 20:06