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Mazes, Dungions, and other fun things

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End of Time Games
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I didn't know what else to call this thread but I wanted to throw out some ideas and see what anyone thinks.

In contemplating some of my game projects, I remembered some of the things I like in games board and video games. But, more specifically in Escape Velocity the computer game. It's pretty old but one feature I really liked was taking over and looting ships and you got a sires of iiems from the ship you took over. I think this could translate well to a board game experience don't you? Your fighting somebody or stumble apon some random location like an obandoned creepy old house and find certain items that you get to keep.

The main thing I wanted to share was an idea for a maze or dungion board. What about haveing dry-erase panels that you draw the dungion as you go. Lets say you have several panels of sturdy 12'x12' masonite that have a dungionous grid printed on them and had a finish that made it dry-easable for markers. So there is a grid and you have for example two players, a dungion master and a hero player. The DM draws walls, and certain rules aply to certain features drawn. There are many many cool card decks and cards played that create the experience around this unfolding dungion or maze. So a little bit of the maze is drawn..certain rules apply to how the feature are. Players play cards....

I'm thinking about a board that is ever expandable. You could continue onto an adjecent panel you place next to the previous. You could have campaines or a game or story that is prolonged over a long period of time and have characters that evolve over the course of a long extended sires or game sessions. Has this idea been explored? What do you thinK?

End of Time Games
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Oh I mean to clarify that

Oh I mean to clarify that some may say well that's what we have pen and paper RPGs for. But, I like physical board games and the ideal of what pen and paper RPGs do. I am tending to like board games that are rich in theme, eperience, and adventure, but not quite hard core enough to play out of hard cover books. I like a board, playing pieces and lots of cards. So I guess that is where I'm going with this.

simpson
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"You could have campaines or

"You could have campaines or a game or story that is prolonged over a long period of time and have characters that evolve over the course of a long extended sires or game sessions. Has this idea been explored? What do you thinK?"

Leveling-up, narrative drive, and tactical exploration pretty much sums up Dungeons & Dragons 4th edition. You would be taking the aleatoric nature (chance) of dice (to be rolled) to cards (to be shuffled and drawn). Resolutions would be on said cards rather than in the CRTs (combat resolution tables) of sourcebooks.

Not to say that you can't make a great game from it.

simpson

End of Time Games
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simpson wrote:"You could have

simpson wrote:
"You could have campaines or a game or story that is prolonged over a long period of time and have characters that evolve over the course of a long extended sires or game sessions. Has this idea been explored? What do you thinK?"

Leveling-up, narrative drive, and tactical exploration pretty much sums up Dungeons & Dragons 4th edition. You would be taking the aleatoric nature (chance) of dice (to be rolled) to cards (to be shuffled and drawn). Resolutions would be on said cards rather than in the CRTs (combat resolution tables) of sourcebooks.

Not to say that you can't make a great game from it.

simpson


Well yah. But consider more the point of drawing pieces of a map or labyrinth bit by bit. We don't have to have everything I mentioned. I was brainstorming. We could streamline it and simplify it in all sorts of ways. You could emphasize the board itself and not but a lot in to other features. There's many ways. I don't want to get into Pen and Paper RPG territory because number one there not for me and number2 I like to think of game ideas that are different; not a spinnoff of your normal RPG.

Let's at least look at drawing the map in little chunks on dry-ease as I discuss above. Anyone dig this?

There would be all the rules that a board game should have, but creative choice is put in the hands of one player, and the other player(s) follow what he she creates.

simpson
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Quote: But consider more the

Quote:
But consider more the point of drawing pieces of a map or labyrinth bit by bit.

Revealing part of a dungeon map or labyrinth is typical to a whole genre of dungeoncrawlers.

Quote:
I don't want to get into Pen and Paper RPG territory because number one there not for me

So you are your target audience?

Quote:
but creative choice is put in the hands of one player, and the other player(s) follow what he she creates.

Like a dungeon master or a game master?

larienna
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Pertinence from a game to another

Quote:
Your fighting somebody or stumble apon some random location like an obandoned creepy old house and find certain items that you get to keep.

I had an idea once for a space ship rally where after each race you could upgrade your ship, crew and weaponry for the next game. This idea was taken from blood bowl where your team info stay for the next game.

End of Time Games
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larienna wrote:Quote:Your

larienna wrote:
Quote:
Your fighting somebody or stumble apon some random location like an obandoned creepy old house and find certain items that you get to keep.

I had an idea once for a space ship rally where after each race you could upgrade your ship, crew and weaponry for the next game. This idea was taken from blood bowl where your team info stay for the next game.


Yah that's a cool concept that you get to continue the adventure on to a new sesion.
I've had this idea in the back of my mind for a while that is like an RPG but that's not quite it. I want the simplicity of a board game. I'm not thinking to make a board game like D&D. I just want to create some new experiences.
If people are looking at these things and can only think in turms of pen and paper RPG, I know these are things that have been done, but I'm not interested in your basic dugion crawl.

@Simpson
Yes, I am my target audience. I create game to entertain myself. And hopfully other people. I'm running ideas as a means of entertainment. Pretend you never heard of D&D. Or go out and have some new life evperiences. Imagine being in a lovecraft story or something. "At the Mountains of Madness" or "Wisperer in Darkness" how about "Pickmans Model". Imagince your explorying the wilderness and it turns into something totally unexpected.
These are just some ideas to get you thinking beyond D&D or dungioncrawl. We like board game here. Yes It is like a DM but it doesn't have to play that way or like everyother one.

Who wants to brainstorm with me. Who wants to play?

SiddGames
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You might take a look at

You might take a look at Descent, and especially the Road to Legend expansion that adds campaign rules.

http://www.boardgamegeek.com/boardgame/29298

End of Time Games
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I found these large map

I found these large map sheets at my local hobby shop sometime ago. They're thick paper maps with a glossy surface that you can write dry-easable markers on. I also have one that is a blank dungiony grid of tile squars. My only problem with them is the folds don't really flatten out well and you can never get creases out. They don't really lay perfectly flat. That's why I'm thinking some kind of panels that lay beside eachother. I like dry ease in a way because it's cheap and I think potentially it can be lots of fun. It may not be necessary to have the best sculpted figures or custom interlocking tile pieces like in Descent Siddgames. But the principle I see is similar to what I'm talking about.

See like the fold out mat I mentioned just above, if the dry-ease tiles had an actual scen or look printed on them, it could feel like the dungion or whatever environment. It wouldn't be a plane white board. Mayber I could get some masonite panels, cut these sheets up into squars and glue them to the masonite to experiment with this.

You could have anydry erase environment. Maybe some kind of woodsy look with sugestions of trees. And what your drawing over it is some kind of network of trails to create a board in which the adventure takes place in a forest.

End of Time Games
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What about if you were

What about if you were creating a long game or campain. What could be some simple ways of saving the game? Perhaps your playing with cards and what not, but players have little envolope pockets that they can slip their cards hands into to be kept for the next game session. And you could put the game away and pick up agian at another time.

I fantasize about creating a long game, but then the long board games I like seem to sit on my table spread out and eventually have to put it away and cut the game short.

simpson
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Quote:Pretend you never heard

Quote:
Pretend you never heard of D&D. Or go out and have some new life evperiences.

Ummm...what?

Quote:
These are just some ideas to get you thinking beyond D&D or dungioncrawl. We like board game here.

I understand that. I like board game too.

simpson

larienna
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Keep the Out of the box playability

Even if I intended to use a campaign system for my space rally game, I still kept a mode when you could play the game out of the box. Like you have a series of ship already designed, just pick them up, add your crew and you can now start the game. This allows you to play with various kind of people: those who want it to start and end now and those who want to follow up their ship's evolution.

This is why I think today, you would make you game playable in both ways. One of the reason I never even tried blood bowl is because you had to buildup a team.

Another problem with this is the levelling. Generally progressing means getting more powerfull. What if you combine out of the box ships with campaign ships, the campain ships would be must stronger. So I have to find a way to make sure that either there is no progress in power in campaign mode. Just repairs and different configurations. Or I make sure that a weak ship can challenge a strong ship without any problems.

End of Time Games
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Excelent point Larienna! You

Excelent point Larienna!

You speak exactly what has been on my mind about ideas for long games. My labyrinth game was always intended to be long and I've been contemplating all sorts of ways of haveing different modes and ways of apealing to both kinds of players. "A Touch of Evil" opened doors for me because it has different game modes and it big. Is sort of answered much of what I was thinking about.

Now, I'm drumming up a new one where your exploring a city in some kind of mystery adventure sort of thing. There are oober stacks of cards. Each card has a scene of an area of the city that your in. Picture on the card is what you would see in front of you as your walking in the city. You have the oportunity to encounter the scene or card. Objects that apear in the scene give you options of interaction. Like if there is a person standing on the side walk up ahead, you can encounter and interact with that person.

Now, about long games and extended games. Image in you were playing this game and evolving your character. Say I came out with a new extention of the game. It took place in another city of enviroment. What if I created the option of useing the same character from your previous game. Here's my question. Would it work if you kept your character stats? Or would the characters stats have to be from scratch in order that the next game be challenging?

larienna
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leveling issues in campaign games

Quote:
Would it work if you kept your character stats? Or would the characters stats have to be from scratch in order that the next game be challenging?

Indeed this is a problem. In fact, the idea behind campaign game is to follow up the evolution of something (character, ship, team, etc). This has some silimarities with the CCG idea of playing with the game outside the game. In CCG, you create decks, in the game above, you upgrade your character, ship, etc.

So you have to find mechanics that will make sure campaign characters are not necessarly more powerful than out of the box characters.

For example, in a D&D style video game, I make sure that the bonus to hit never increased with level up. Giving level 1 characters as much chances to hit than a levfel 10 character. The only difference was that lvl 10 character could do multiple attacks.

So there might be way to optimize mechanics that a campaig character would feel more customized than an out of the box character but not necessarily more powerful.

Handicaps: For example, you could make an average of the campaign character level and give an handicap to the out of the box characters to make sure they are even.

Limited use items: You can make sure that what get's carried over from a game are one time use items. So when these items are spent, campaign characters loose any advantage they have over ther other players. Again you could use an handicap to distribute cards at the begining of the game to the out of the box players.

My Stat Deck system: One idea I had, which started with my fairy game, was that each character, ship, mecha or team was composed of a deck of cards that could be customized as you want. There cards would in fact works almost as dice cards, or variable character stats. So the deck of cards defines how custumised you wanted your "thing" to be, be it did not say anything about your ship or mecha's weaponry for example. So everybody has access to the same weaponry.

The only problem with a deck of card mechanic is that it's hard to manage deck for out of the box characters/ship/mecha unless out of the box characters/ships/mecha use a regular sheet with stats on it and campaign characters use deck of cards. A few other ideas with cards was that you could add or remove cards if some equipment get damaged over the course of the game.

End of Time Games
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Vary interesting and helpful

Vary interesting and helpful information Larienna and Thanks!

Another thought that accured to me, sot sure if it's necessary, but when a campain character advances to the next extention or get really levels up or powerful, they find themself taking one of several paths in the game on the tree of choices. That, whatever choice they make, let's say they encounter an object of character who sais "Okay your working for me now" and somehow the mechanics or dysnamics change for them in a way that now ballences their ability with the rest of the players. Of course I'm not ready to actually create an expantion because I haven't nearly completed the game I've started. But I like to think what I should design for my players or characters in the long turm.

larienna
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Dungeon crawl had this idea

Dungeon crawl had this idea where, whatever the class you are, you can adhere to different guilds which gives you various bonus and advantages. So it's like a path you choose.

End of Time Games
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That's an interesting

That's an interesting thought. I was also contemplating giving each player an Achilles’ heel to help balance things as well. Make it so there is just one skill that a character will not be able to level up on.

monica99
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emphasize 'maze'

I really like the idea of a maze board but I think it would have to have an end. A maze game could be replay able in a few different ways sortof like a Rubik cube...all combination's end up locking together. I'm not sure I would like the prolong idea of a drawn out game... once and then or...a silly game sporadically! (I am willing player but horrid at puzzles) Of course that is just me...

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