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Dungeon Crawler scenario questions

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ghostdm23
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Joined: 08/29/2017

Hello everyone!

I have a question regarding how many scenarios are good enough for a dungeon crawl? I know that it would depend on the story being told and the characters themselves.

I ask this because I'm designing a dungeon crawler in which players have a choice between 9 races to choose from, all with their own special abilities (you know the usual) but that's another matter. I've started to come up with different scenarios, but I'm stuck in the 'Is this a good idea?' train of thought.

So, my original idea was to create 4-5 scenarios specific with the 9 races (this would be the story scenarios) as this would be intertwined with each other in some form or another, and then it would culminate in about 3-5 scenarios that would finish the main story. Also, whenever the players want, there would be 'Random' scenarios (don't know what to call them) that players could take to 'level up' (making the game not to depend on level, still playing with ideas), get items, etc; that sort of stuff.

As I write this, I realize that it might be a bit much surprise, but I really like the story and where it's going . So I know that in total, from what was mentioned above, there would be a minimum of 36-45 scenarios. I know that there's no story being told here on this post, but I just don't want to reveal more until I'm sure I have it developed enough.

Do you believe that amount to be too much? Would the amount be dependent on the story and how it is? Do you have any suggestions, scenario wise in terms of length, difficulty, etc.?

Thanks for your feedback!

P.S. As of this post, I've created roughly 13 scenarios so far and have a rough idea for the others.

Mosker
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Joined: 03/30/2014
Questions

The greater strength of your team, is it more storytelling/theme/backstory or doing neat things with math and mechanics? How would the additional scenarios highlight your strengths and weaknesses? Would fewer, deeper scenarios be counterproductive?
How long do the scenarios take to play--to set up (and how different are the setup schemes)? And how do the side-stories compare?

ghostdm23
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Joined: 08/29/2017
Mosker wrote:The greater

Mosker wrote:
The greater strength of your team, is it more storytelling/theme/backstory or doing neat things with math and mechanics? How would the additional scenarios highlight your strengths and weaknesses? Would fewer, deeper scenarios be counterproductive?
How long do the scenarios take to play--to set up (and how different are the setup schemes)? And how do the side-stories compare?

Those are awesome questions! I hadn’t even thought about some of them before. I was concentrating on the story more than anything else and I think that was the problem. I’ll definitely take those questions into account when I start playtesting them. Will probably do fewer and then redesign their purpose.

WinsmithGames
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Joined: 01/20/2017
Indeed, Mosker's questions

Indeed, Mosker's questions are spot on.

However, if you don't mind, can we take a step back?

Growing up, D&D was my jam. My first hobby board game was a dungeon crawler. After playing many more games and deciding I wanted to give designing a chance, would you believe it, I wanted to design a dungeon crawler.

I spent almost 2 years working on an intricate story line, each introducing new PC's and NPC's, mechanics, enemies, maps, etc etc etc. Needless to say, the game was shelved once I decided to delve into other ideas.

I'm definitely not trying to discourage you making a dungeon crawler. I am, however, trying to get you to understand the scope and depth of what you are designing.

36 scenarios is unbelievably high. In fact, I think it's way too many. I know I would never play half of them, and that'd probably turn me off. Look at the most popular dungeon crawlers: Mice & Mystics, D&D, etc. Most of them do not include more than 10-12 scenarios. And if owners play all of them, that's GOOD.

So I'd just say take a step back and figure out what your end goal is.
Are you trying to publish this game and sell to the masses If so, what is a reasonable game length and a reasonable quantity of scenarios?

I don't know what type of game you are designing and the parameters you want to hit. Most dungeon crawlers take 1-2 hours to play. Most have 10-12 scenarios (or chapters, if they are telling a story), where each scenario has unique setup, rules, enemies, heroes, loot, etc. Most of the scenarios have different difficulty, or the difficulty is easily modified.

TL;DR I love dungeon crawlers; they are fun. But they can be a bear to design. Start with the basics. Design 1-2 scenarios and playtest until the CORE mechanics are solid. Then work on expanding the game and the content by designing/developing additional scenarios.

Best of luck!
David

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