Haven't designed a complete game yet but have a few ideas, and the following is the one I'm most interested in fleshing out. So obviously I'd like to know if anyone has seen something similar, but also curious if people like the idea or what they might like or expect to see in such a game. Even questions as to how something I describe might work would obviously force me to address things I may have overlooked. Thank you in advance to anyone who takes the time to read this.
The theme of the game centers on a light-hearted interpretation of the fantasy genre, involving a Super Item Shop, a big-box store (think Walmart) carrying all of your adventuring supplies at affordable prices. The game would take place during the store’s biggest sale of the year, and the players would each be a unique “level 1 adventurer”, seeing fame and fortune, but on a limited budget.
Mechanically I saw the game being primarily set-collecting. A ‘jobs board’ would be setup consisting of some number of jobs the locals needed performed and a list of items someone would need to complete such a task. I.E. to “slay the cave troll that keeps stomping on my petunias” one might need a torch and a rope to go into the cave, and some type of melee weapon.
Players would collect weapons by moving through the store. Each aisle might hold one or more ‘class’ of items, of things like weapons, armor, healing items, food, etc, haven’t fully fleshed out that list yet. Some type of ‘search’ mechanic would allow them to find items they need. I’ve toyed mentally with having one deck for each aisle-type, or having a single item deck. In the latter setup a ‘search’ may let the player draw 3 cards for example, and keep any items ‘from’ the aisle they’re in. So draw 3 cards while in the Weapons aisle, keep any weapons you find, but again just a rough idea.
Moving around the store would also be where any player interaction would occur. I would imagine letting players shove each other, perhaps forcing items to drop out of their shopping carts, laying traps, casting non-lethal magic spells. I wouldn’t imagine a traditional combat system or anything resembling player death, but labeled as ‘distractions’ or forcing players to drop items that they then have to pick up might be the primary player interaction with each other.
Things I’m not certain if I want or how to work them in:
1. If the game is about shopping then money kind of has to be in the game for it to all work thematically. Simplest would be to give each player a starting balance and have items cost money, but completed jobs pay money. Thematically the person posting the job pays a deposit perhaps
2. Thematically once you buy an item you have it, you wouldn’t need to buy a 2nd sword to take on a 2nd job. This however would run counter to most set-collecting games where discarding the set is part of claiming the points. A ‘durability’ value for the jobs or the items in the store might help, a sword may have a durability of 3, so it could be used to complete 3 jobs , or perhaps a particularly difficult job would call for 2 durability points. I’m not in love with that idea though.
3. I think in addition to the ‘jobs board’, each player could have one or possibly multiple ‘secret’ jobs they could be trying to complete.
4. Items could potentially have levels too, so a job may call for a melee weapon of level 3 or above. Perhaps a bonus for being better equipped, or perhaps you just overpayed?
5. I think each player would have a unique role/special ability in line with a traditional fantasy race/class.
I think I have a decent core idea but I definitely still feel like something is missing. I plan to prototype the ideas I’ve listed above and maybe through a little trial and error can work that out, but would still love any feedback/opinions. Thanks!
Stormyknight1976, While I can't overdo the flower thing it definitely captures the more lighthearted "day to day life in a land of adventurers" that I was hoping for, glad the theme came across in my explanation. Thank you for your comments.