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Use "Door,Key 'n Passage" to improve Dungeon Crawl

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larienna
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We have already discussed that Dungeons crawlers is a kind of game not very popular since it is half-way between a board game and an RPG. I was wondering if it was possible to improve these kind of games by using the door-keys-and-passage design ( DKPD for short ).

Now you all want to know what is a DKPD ?. It is a concept that I have found in a few video games and I decided to place a name on it. The best example is Legend of Zelda video games on the NES. For those who have not played, the maze is made of series of rooms with monsters in them to kill. On the first look, it looks like a "Kill-all-monster-to-advance" type of game.

But Zelda has an DKPD. On each wall of the room, you can either have doors, locked doors or walls. Some doors shut behid you, some are opened when all monsters are killed and some don't open at all. The locked doors requires keys to find in the maze. Some wall has secret passages by bombing the wall or passing through. And you might even have to push some blocks to open doors or reveal stairs. All these simple elements, makes the game much more fun. It makes the maze exploration intringuing instead of just killing monsters.

Now there are many video games ( ex: Phantasy star Onile, Castlevania PS2 ) that use a "kill-all-monster-to-advance" design. These games are generally pretty much boring and they could be really much better if they would have used a DKPD instead.

Now I was wondering that since dungeon crawlers somewhat use the "kill-all-monsters-to-advance" concept, maybe making a dungeon crawler with a DKPD would be much more interesting. What do you think?

I tought of a few other solutions not related to DKPD in order to improve Dungeon Crawlers :

Puzzles : Makes puzzles to solve where the dungeon can hold some clues.

Investigation : Add pieces of story or writing that the players must try to reconstitute it order to know what happend or what will happen.

Can't you think of anything else that could improve the maze exploration experience?

Gogolski
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Use "Door,Key 'n Passage" to improve Dungeon Crawl

First of all: I haven't played many dungeon-crawlers, but I played and DM-ed a bit tabletop RPG (mostly AD&D 2E and D&D 3E and 3.5E).

- Something I realy like about DM-ing is world-building and coming up with interesting systems and rules.
Dungeon crawlers are more interesting when someone is actually inventing/controlling/changing the dungeon and actually playing against the other players with much more flexibility than folowing a scenario... (Again, I haven't played many Dungeon Crawlers, so I don't realy know what good DCs there are...)

- Something I don't like too much about dungeon-crawlers is when they need a DM and a scenario. (In that case, I'd rather play D&D or some other tabletop RPG.)
The scenario-thing also makes the replayability factor smaller. The same goes for solving puzzles or piecing together mysteries. (These are better suited for RPGs, I think...)
A boardgame in general is so much smaller in scope than an RPG-campain, that upgrading a character (which we all like, probably the reason why we play RPGs...) is hard to include. You mostly have to limited choices to propperly see your character progress and 'build' it into something you want...

Here's some ideas. They assume that one player invents/controls/changes the dungeon and is trying to beat all the other players...

DKPD:
- Keys can only be used once. Opened doors and locks normally stay open.
- Doors and keys are color-coded. When players find a key, they draw one from the key-deck, show it to the dungeon-keeper and then keep it hidden.
- Locks and keys have a difficulty-indicator, you can use a key with the same or higher indicator then thedoor to open it.
- Some locks require different keys to be opened.
- Some locks are traps (that maybe close more doors than they opened...)
- Players may search for keys and explore the rooms of the maze, but the player that controls the dungeon, gets tokens when players do searching/exploring instead of fighting monsters.
Because these tokens represent the time the players search, that time can be used by the dungeon-keeper reorganise the dungeon and the monsters in it and lock doors that were opened by the players to block their return.

If I get more ideas, I'll post them...

Cheese!

jwarrend
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Joined: 08/03/2008
Use "Door,Key 'n Passage" to improve Dungeon Crawl

Larienna,

I've not played or designed a dungeon crawler before, but SiskNY and I are collaborating on a game right now that sort of has some similarities.

I like the concept behind what you're proposing, but the execution could be difficult. The question always becomes "how does the dungeon KNOW what it contains, and where it can be found?" For example, the lock-and-key approach. You come to a door. It is locked. You must find the red key to open it. So, you go wandering around looking for the red key. How is that achieved? Well, maybe there's a deck of cards representing things you discover, and certain rooms have "discovery" icons that let you look at one of those cards. But in game terms, look what you're doing -- you're just wandering around aimlessly trying to parse the deck, and worse, what happens if the locked door is in such a position that you can't actually find a key without going through the door itself? And furthermore, how do you know you want to go through the door in the first place?

The idea of secret passages and hidden staircases and such is also interesting, but again, how do you achieve it? How do you look for a passage, and how does the game "know" that it's there (without it always being there in every game, which could kill replayability)? How does it know where you end up? How do you know you want to go there?

The problem of motivation seems, to me, to be hardwired into dungeon crawls. It's the same problem with monsters; why do you want to fight this monster in the first place? I suspect that most games give you the answer "to gain experience". I think that a lot of these games likely just have you bumping around in the dark, waiting for stuff to happen, but with no particular idea of where you're going or why, except to amass points.

Our game is an Indiana Jones themed game, and you are exploring a lost temple trying to find a single artifact (eg, the Holy Grail). But, the temple isn't randomly assembled; there is a solution key that tells you how the temple is laid out. You spend roughly the first 2/3 of the game outside the temple, gaining information about the temple, and the final 1/3 of the game racing through the temple trying to be the first to pass through the traps and acquire the artifact. We think that this is an interesting twist on the dungeon crawl concept because the temple has an actual pre-arranged structure to it, which you can know in advance, and around which you can base decisions, or at least guesses. It does have the limitation of needing a clue table, which is an extra component and which limits the replay somewhat compared to a randomly assembled temple. But the advantage is that it really becomes possible to have the things you're looking for -- strategically placed locked doors, traps, secret passages, etc.

I don't have any great ideas for how to achieve some of these effects in a randomly-assembled dungeon. One way to do secret passages might be to have cards that tell you two rooms that are linked, and once you find yourself in one of those rooms you can reveal the passage card and "skip ahead" to the other room.

To do a "puzzle", perhaps there are 4 cards, labeled red, green, yellow, and blue; these are shuffled and 3 of them are placed in a particular spot on the table. They represent the arrangement of three "key stones" to pass through "the great door" in the game. During the exploration of the dungeon, you can acquire key stones of these various colors, AND you can earn the right to look at these cards, to have some idea what to acquire. When you get to "the great door" in the dungeon, you first announce which stone will be your first stone, and then reveal the first "solution" card. If they match, you get to try the second stone; if not, your turn ends. This is basically how Dark Tower works, but perhaps it could work here. AND, something like this gives some rhyme and reason to the dungeon exploration, since the goal becomes "to make it through the great door".

Definitely an interesting topic, and I'll be interested to hear what people come up with to achieve these effects without a solution table or GM.

-Jeff

JeffK
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Joined: 12/31/1969
Use "Door,Key 'n Passage" to improve Dungeon Crawl

One approach that may work is to use a "levels" concept. It could work something like this:

The dungeon could be built randomly using a set of tiles. The back of each tile would be labeled with a "1", "2" or "3" indicating which level the tile would be used for. Each set of tiles would be shuffeled, and near the bottom of each pile (say within the last 5 tiles) would be the tile that lets you move to the next level. Of course you would need a "key" of some sort to make the move. The object of the quest would, of course, be found on level 3, giving the adventurers a reason to travel through the first two levels.

Each level would have it's own monsters, traps and treasures associated with it to ensure some sort of coherence. There are still plenty of details that would need to be worked out (How would encounters work? How would adventurers gain experience/equipment to allow them to survive the harder levels? How do you find the keys? etc. etc.), but having the "key doors" be the passage between levels ensures that the players would want to go through them. It also reduces the number of "key doors" to a small number (only two), but makes them quite significant.

Jeff K.

Shellhead
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Joined: 12/31/1969
Use "Door,Key 'n Passage" to improve Dungeon Crawl

Temple of the Beastmen is a moderately entertaining but overpriced boardgame that does a nice job with the dungeon crawl concept.

http://www.boardgamegeek.com/game/4273

Instead of the usual Tolkien/D&D ripoff, this game uses the Space: 1889 setting from GDW, so it's Victorian adventurers battling pulp era Martians. It's been a few years since the last time I played this game, but I recall that the entire underground complex consisted of 5 or 6 levels of a 3x3 tile grid. The center tile on each level is face-up for the entire game, representing a central ventilation shaft/spiral staircase. The other eight tiles are revealed as the players explore the complex.

This game does have potential for secret door situations. The orientation of the tiles is determined by an arrow pointing towards the central shaft. Inevitably in each game, at least a couple of tiles will end up with an open tunnel on one tile matching a blank wall on the adjacent tile. In that situation, the open side is easily passed through, but on the opposite side, it's considered a secret door, and the played needs a lucky die roll to notice it. Open passages pointing away from the complex are considered to be secret exits, useful for a hasty escape, especially at the end of the game.

Temple of the Beastmen is actually a neat game. It's a little heavy on the randomness, and often one or two players get off to a good start with some lucky discoveries, and then stay in the lead for the rest of the game. But the rules are clear, the discovery of new tiles is always fun, and the familiar theme has a distinct flavor. The card deck functions as a game timer, with the endgame beginning as the last card is drawn. And the beastmen get a combat bonus equal to the level of the complex where the combat occurs, making trips to the lower levels of the complex more scary.

clapjaws
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Use "Door,Key 'n Passage" to improve Dungeon Crawl

What about (basically) doing the equivalent of the video game "Gauntlet"? Have you played that? Keys are generic, and are found throughout the level, but they can become short in supply as you use them up. Same with potions and other power up 'magical' items. Plus you need food to regain heath, also found as you move through the level. Then perhaps the 'experience' idea comes in simply as a counter for each level you survive - to be spent between levels when desired.

hawaiiirish
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Joined: 01/21/2009
Use "Door,Key 'n Passage" to improve Dungeon Crawl

I remember a "Star Wars" game that was out a while back...the concept was finding / locating "key cards" - the key cards each had a two numbers listed on the bottom. The game was themed in the Death Star (a dungeon crawl). The opponents were racing to get to the key cards (they were randomly placed on the board) to take them out of the game.

When the "hero" would get a card, dice could be rolled when the players reached the central location (hmm...docking bay). If the hero holding the key card rolled the EXACT numbers listed on the cards, the "key cards" worked. The idea was gathering enough of the key cards (each had different combinations of numbers) would ensure a good chance of rolling the desired combination.

Something like this (if not already mentioned) could work in a similar fashion (and with a random layout.) The key cards could represent keys that work in for every door, etc. You have a key, check to see if it works.

Naturally, the downside is that you would eventually have the hero standing at a door, waiting to "roll" the combination, which could drag it down. Counter that by saying each time the players attempt to open the door (and it fails) a monster is generated. So many monsters destroyed - another key card is granted to the players...something like that.

and like above, using the Gauntlet idea, once the key is used, it's used. Re-cycle the keys back into the game through the monster kills, etc.

larienna
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Use "Door,Key 'n Passage" to improve Dungeon Crawl

One of the dungeon crawler style I have tought is like a video game like gauntlet. You have a certain number of lives, must bash monsters and find power up under way. The advantage might be that it is so much combat oriented that it cannot be reproduced in an RPG. Giving a reason for RPG players to play the board game. To make it interesting to play, the only solution I could find is that there should be more strategy in the combat, so maybe less dice rolls or use cards as dice instead.

The other style I could do is like a mysterious exploration game. Like Indiana Jones, or the Tomb and Treasures video game NES. You explore various ruins, you must solve puzzles and you some time encounter monsters.

One of the theme that I wanted to use is that all players are spell casters which are pretty weak and can mostly rely on their spells. The idea is that they would have to solve problems in the maze ( combat, puzzles traps and other ) by using strategically the right spell at the right place and time. So I would need to find a way to make sure that any obstacle would make the player think about a solution.

Now I am not sure if either of these you be played with or without a game master.

clapjaws
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Use "Door,Key 'n Passage" to improve Dungeon Crawl

Another console game I liked was called Lost Vikings. Each viking (there were 3) had 1 special power he could use. In order to advance to the next level, you had to figure out which viking's power was the correct one to use at any particular obstacle. You had to get all 3 vikings through the level too, so you couldn't just leave one behind - there was always a way to keep them together, if you figured it out.

OutsideLime
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Joined: 12/31/1969
Use "Door,Key 'n Passage" to improve Dungeon Crawl

Lost Vikings! LOVED that game!

~Josh

clapjaws
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Use "Door,Key 'n Passage" to improve Dungeon Crawl

Maybe someone should pursue that license for a cooperative board-game??

larienna
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Use "Door,Key 'n Passage" to improve Dungeon Crawl

What's surprising about Lost Viking is that it is the one and only ( with it's sequel ) console video game made by Blizzard.

hpox
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Use "Door,Key 'n Passage" to improve Dungeon Crawl

Rock 'n Roll Racing and Blackthorne were made by Blizzard. Good games too. :)

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