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What mechanics can be added to a fantasy game?

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Gimmy
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Joined: 12/31/1969

I finished my initial design of the game called "Into the Tomb"
where players play explorers in a pyramid tomb, each one has a secret mission and once fulfilled it's a race to the exit of the pyramid. also players will need to relay on each other in order to survive in the pyramid.

now I need some mechanics, the game seems or feel's too much like simulation... anyone have an Idea?
and to look on a wide picture, which fantasy-exploring-adventure boards games you know who have a good and cleaver nechanics?

NetWolf
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Joined: 12/31/1969
What mechanics can be added to a fantasy game?

Well, just remembering pieces of plot from the Mummy, you could use:

1) The Undead
2) Scarab Beetles or Rats
3) Magical Curses
4) Traps
5) Damaged Architecture
6) Riddles
7) Puzzles
8) Guardians (Modern Humans)

TheReluctantGeneral
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Joined: 12/31/1969
What mechanics can be added to a fantasy game?

What about collecting card combinatins to overcome obstacles, traps and monsters etc? Cards represent techniques, equipment and so on. A co-operative element would be to enable players to pool their card resources to overcome adversaries in the pyramid.

Gimmy
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Joined: 12/31/1969
What mechanics can be added to a fantasy game?

NetWolf wrote:
Well, just remembering pieces of plot from the Mummy, you could use:

1) The Undead
2) Scarab Beetles or Rats
3) Magical Curses
4) Traps
5) Damaged Architecture
6) Riddles
7) Puzzles
8) Guardians (Modern Humans)
These are more theme related things,be sure I used them. (what mummy would live in a tomb without traps?)

TheReluctantGeneral wrote:
What about collecting card combinatins to overcome obstacles, traps and monsters etc? Cards represent techniques, equipment and so on. A co-operative element would be to enable players to pool their card resources to overcome adversaries in the pyramid.

whaw, nice! I find it will fit to another game of mine. mind if I use that mechanic?? (hope it's original ^_^)

But in general what mechanics has a fantasy-adventure game?

Julius
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Joined: 12/31/1969
What mechanics can be added to a fantasy game?

Cooperative? No! Competitive backstabbing? Yes!

Make a big deck full of good things (helpful supplies, special equipment, maps, weapons, lucky talismans, etc.) and bad things (monsters, traps, evil curses, 'equipment breakage' cards, 'weapon jam' cards, etc.). As the players explore, everyone else gets to throw things in their way.

So, as one player makes it to the room with the treasure, you can drop the 'scarab beetles' on them. Fortunately, they have a few oil lamps to throw at them (discarding), but it will make it difficult to explore the next room.

Next, it is your turn to explore a room, where another player plays mummy rot disease. Having no defense, you lose a few of your crew, but aren't dead yet.

Then, the next player goes down a corridor. Someone decides to let loose an indiana jones style boulder at them, and they have to run. Since they were close to their goal, you "help them out" by playing 'trap door' - They escape the boulder, but they are now in a different area of the pyramid.

Sound good?

cafiend
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Joined: 03/17/2009
What mechanics can be added to a fantasy game?

If you wanted cooperative, you could do something like co-op traps -

Such as a trap door that requires two people to be present to disarm the trap.

or make some treasures too heavy to move by one player... thus players have to strike a deal to haul it toghether and split it...

make rooms dark so that you must have a torch card to see it's contents, but put a very limited number of torch cards so that not everyone will necessarily get them... which means you have to have another player hold a torch for you... or else buy/trade something for their torch.

It depends on how you do things, but there are lots of things you can do. It will depend on whether everyone is automatically equal or if you give each player a certain advantage in an area, such as a skill or class. If you build class structures in, it can automatically generate interdependance/cooperations, but usually at the cost of complexity. (my $.02 anyway)

Gimmy
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Joined: 12/31/1969
What mechanics can be added to a fantasy game?

Julius wrote:
Cooperative? No! Competitive backstabbing? Yes!

Make a big deck full of good things (helpful supplies, special equipment, maps, weapons, lucky talismans, etc.) and bad things (monsters, traps, evil curses, 'equipment breakage' cards, 'weapon jam' cards, etc.). As the players explore, everyone else gets to throw things in their way.

So, as one player makes it to the room with the treasure, you can drop the 'scarab beetles' on them. Fortunately, they have a few oil lamps to throw at them (discarding), but it will make it difficult to explore the next room.

Next, it is your turn to explore a room, where another player plays mummy rot disease. Having no defense, you lose a few of your crew, but aren't dead yet.

Then, the next player goes down a corridor. Someone decides to let loose an indiana jones style boulder at them, and they have to run. Since they were close to their goal, you "help them out" by playing 'trap door' - They escape the boulder, but they are now in a different area of the pyramid.

Sound good?
Sounds like dungeoneer ^_^ an sounds like a generic fantasy-adventure board game (me mean no harm), in any case, each round one player will play as the mummy king, and will throw bad things on the players, that's part of the concept of Competitive backstabbing as you defined pretty well!

cafiend wrote:
If you wanted cooperative, you could do something like co-op traps -

Such as a trap door that requires two people to be present to disarm the trap.

or make some treasures too heavy to move by one player... thus players have to strike a deal to haul it toghether and split it...

make rooms dark so that you must have a torch card to see it's contents, but put a very limited number of torch cards so that not everyone will necessarily get them... which means you have to have another player hold a torch for you... or else buy/trade something for their torch.

It depends on how you do things, but there are lots of things you can do. It will depend on whether everyone is automatically equal or if you give each player a certain advantage in an area, such as a skill or class. If you build class structures in, it can automatically generate interdependance/cooperations, but usually at the cost of complexity. (my $.02 anyway)
Checked...after all that's the concept Competitive backstabbing, and the game force it on the players (:.

jwarrend
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Joined: 08/03/2008
What mechanics can be added to a fantasy game?

It would probably be easier to make helpful suggestions if we had a clearer picture of how your game works at present, so we can form a sense of what you mean by your current game being too much of a simulation, and of what room you have in your design for new mechanics.

I'm not sure I'm aware of fantasy-exploration games, unless you simply mean dungeon crawls like Dungeoneer, Descent, etc. A couple of "tomb exploration" games that I've heard of include Drakon, Eschnapur (sp?) and Secrets of the Tombs.

-Jeff

Gimmy
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Joined: 12/31/1969
What mechanics can be added to a fantasy game?

By me saying that the game feels too much like simulation' I mean that it's act like talisman or dungeoneer, it's a simulation of a dungeon crawl.
but what cleaver mechanic can I add?
In dungeoneer for example there's the peril points, when a player enters a room he get's peril points and good pooints, then the other players in their dungeon master phase can drop bad things equels to that players peril points. In my game each round one player get's to play as the mummy king and do some bad stuff. but apart from that what other mechanics can I add?
OR as I said... in general what mechanics can be added to a fantasy-adventure game to make it {EDIT=>}NOT feels generic one.

TheReluctantGeneral
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Joined: 12/31/1969
What mechanics can be added to a fantasy game?

Well, there have been a few threads on using paragraph books of the 'choose-your-own-adventure' style in boardgames.

There are some games out there that actually do have this mechanic, with tales of the Arabian nights http://www.boardgamegeek.com/game/788 and 'City of Chaos' http://www.boardgamegeek.com/game/1145.

There are lots of possible variations on these theme, however the main advantages of this mechanic are the ability to add lots of flavour and background to your game, and the ability to introduce an element of storytelling.

The downsides are mostly to do with lack of replayability, cheating and complexity.

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