Hi jeremy.
That is actually something of the kind I was thinking, when i suggested
Talisman, sinse talisman works very much in that way using cards and board
configurations to make the dungeon differently each time. I've actually
wanted an accessible version of a board game like that for years,
particularly because my brother regularly plays talisman with his friends
and loves it, so I would be absolutely %100 behind that sort of idea and
definitely pay for a game like that.
All the best,
Dark.
----- Original Message -----
From: "Jeremy Brown" <tyr...@gmail.com>
To: "gamers" <gamers@audyssey.org>
Sent: Tuesday, April 19, 2016 10:35 AM
Subject: Re: [Audyssey] role playing games, ios development, card
mechanics,etc
Marty,
You might have a look at how the old HeroQuest board games worked.
That might be a model for a roleplaying game that might be a happy
medium between your dice/card/board game model of building and the
more in depth RPG that people would like.
The brief description is this: in the old HeroQuest games, you picked
one of four characters a dwarf, a barbarian, an elf, and a wizard.
Then your character navigated a board with passages, rooms, doors,
traps, and monsters. However, the board was set up differently for
each game by placing elements in different configurations. This could
be accomplished by a number of methods: 15 or 25 maps for instance, or
a random card/corridor placement that uses some simple rules to avoid
dumb arrangements. The characters would use dice to move a certain
number of spaces on the board, or to resolve combat. There were very
few extras such as spells, or monster abilities to fiddle with, and
one could create a fun game by varying up the purpose of the quest:
sometimes you had to escape the dungeon, sometimes you hunted a large
boss monster, sometimes you had to find a specific item. The game
was limited by its format, but I know I played many happy hours of it
once our school outlawed D&D groups. This might be a good compromise
between Dark's suggestions and something more complicated. It also
had a clear set of rules. However, it'd be fairly simple to set up
essentially the same system by developing a list of possible traps,
spells, monsters, items, etc. Heroes were allowed to keep items from
previous adventures. I don't remember if they improved as time went
on in some form of experience system, but it would be easy enough to
do so.
Take care,
Jeremy
--
In the fight between you and the world--back the world! Frank Zapa
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