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You are in a Maze of Twisty Little Passages all Alike

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Toa Lewa
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I have been working on this game for awhile now. It's called Perilous Paths. It is inspired by the good ole text based games that you play on a computer. If you have never been lost in a "maze of twisty little passages" then you probably won't get the concept behind this game idea.

Anyway, I'm am trying to simulate how you could actually get lost in a text based maze in my board game. The way I achieve this is by having a player's character piece not visible. Instead of the player being able to see his piece, his opponent does. Think of it like Battleship, except the pieces are reversed. You can see your opponent's piece, but you can't see yours. When you move, your opponent moves your piece and describes the chamber your piece has moved to. As you play the game, you construct your own map on your side, to help you figure out where you are.

I would like to get some suggestions on how enemy spawning can work. In the game, each player controls a dwarf and is trying to escape the maze. In addition, each player can spawn monsters to hamper their opponents process. Should monsters be spawned on the chamber that a dwarf is in? Should monsters be able to move to other chambers? Should a dwarf be able to hear, smell, or sense that their is an enemy in a chamber next to theirs? I am open to any suggestions anyone has.

RGaffney
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As is often the case on these

As is often the case on these boards I have a vision in my head and I have no idea how close or far it is to the vision in yours. Since my advice is relevant only to what's in my head your mileage may vary.

For me however I like the idea that instead of "spawning" which is popular in computer games because it saves memory. You should go ahead and a drop all the monsters in the maze at setup. The strategy then is not to spawn the monsters into the room, but to plan ahead to move the monsters into a room you anticipate the dwarf will enter.

Obviously moving all the monsters at a time leads to a lot of AP and long turns. so you have a limit, maybe you move 2 monsters per dwarf movement, and we recommend the close ones. Also the maze being so big presents a problem as monsters on 1 half of the maze may never see the dwarf. but secret passages could alleviate that rather easily

At that point you could even add a spawn mechanic back into it. maybe you want to get real video gamey and let players cash in their points for boss monsters. Those would be spawned in a central spawning pool or at alters or whatever, and you no longer have to worry about spawning them at optimal locations, because now monsters can walk!

Shoe
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in the old text based games,

in the old text based games, the monsters generally couldnt even leave rooms. I'd just allow the opponent to set up the entire maze beforehand as well.

rene.shible
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a) I think this sounds like a

a) I think this sounds like a lot of fun.
b) I agree that the monsters could probably be static. A mechanic that allows players to detect their proximity to monsters though could add an element of strategy and tension as well. Monsters moving around in that sort of environment too could be really exciting! Otherwise, it might feel too random, like a dungeon crawling CRPG.... unless that's your intent of course!
c) Have you checked out these dungeon crawler games? Both of these games share elements that you're describing!
http://boardgamegeek.com/boardgame/27649/dragon-quest-dungeon-r
http://boardgamegeek.com/boardgame/38402/sidibaba

:D

~R

Toa Lewa
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More Detail

rene.shible wrote:
Have you checked out these dungeon crawler games? Both of these games share elements that you're describing!

The Dragon Quest game does sound similar to my idea. However, mine is different. You know how chambers can wrap back around on each other in text based games? That's what my game does. My game really doesn't have a board but it is more tile based. Imagine each chamber as a square tile and each square can have one to four triangles around its sides (the triangles represent passages). Each triangle and square has a number on it, and a triangle connects to the correlating square with the same number. Here would be an example from a game. A dwarf is on chamber 2. There are two triangles connected to this square, north and south. The player tells his opponent that he is moving south. The opponent moves the dwarf onto the south triangle which has the number 5. He then places the dwarf on chamber 5.

One interesting thing about this is that a passage can wrap back around on itself. For example, a player can move and end up in the exact same spot. This can make a player confused because each chamber "looks" the same. Because of this, as a player is mapping out the cave, they can map one chamber as two separate chambers.

Shoe
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What if the "board"/map was a

What if the "board"/map was a stack of tiles or 3. when you go forward, you look at the top tile and then put it on the bottom, when you go backwards you look at the bottom and put it back on top.

then you could have cards in hand that you could play on opponent that were monsters and other features?

If you go left or right you shift one pile in a direction...

Toa Lewa
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Random Encounters

shoe wrote:
What if the "board"/map was a stack of tiles or 3. when you go forward, you look at the top tile and then put it on the bottom, when you go backwards you look at the bottom and put it back on top.

then you could have cards in hand that you could play on opponent that were monsters and other features?

If you go left or right you shift one pile in a direction

Thanks for the suggestion shoe, but I'm pretty happy with how my tile system works. What I'm mainly trying to figure out is the enemy mechanic. I'm thinking about going with a semi random encounter system. As a player moves from chamber to chamber, the player rolls a die which will sometimes cause a monster to be spawned in that chamber, and the opponent will be able to place it on one of the passages (this will block a passage until the monster is defeated). The spawned monster will be basic, but the opponent will be able to upgrade it with weapons and special abilities. The system won't be entirely random because a player will also have cards that allow the player to spawn monsters. I'm thinking that a monster's location will be static, because if movement is allowed on a hidden board, it can lead to players cheating by placing their monsters in an illegal area.

pelle
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Shoe wrote:in the old text

Shoe wrote:
in the old text based games, the monsters generally couldnt even leave rooms. I'd just allow the opponent to set up the entire maze beforehand as well.

Zork had moving monsters (at least one). I believe even Colossal Cave had one?

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