mummi
New Member
Posts: 4
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Post by mummi on Mar 6, 2012 17:48:43 GMT -5
I am in the process of cutting out the pieces (my first PnP) it's harder than I thought also I scaled it down 50% like www.boardgamegeek.com/geeklist/62873/item/1527978#item1527978 did. It will take some time since finals are not far away. I have a few questions, I have been skimming through the rules and quests and I am really exited to try out this game, how is the replay ability and if using the same characters for a long time is it easy to make the quests harder or whip up your own quests? By easy I mean not time consuming. Also how active is this game, from what I have read reviews and forum posts people really seem to like it but it doesn't seem to be that active.
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Post by ultros64 on Mar 9, 2012 11:31:37 GMT -5
Re-playability is actually pretty high. Designing your own quests can be somewhat challenging at first, but if you use the DYOQ supplement that Shaungamer released, it's not too hard to keep the difficulty at a pleasing pace. As for its lack of popularity, this is something I've been trying to remedy for awhile. The beauty of DP's system is that it is something incredibly simple and customizable. No matter what sort of archetype you wish to make, you can do it. The enemy AI is straightforward, but also makes you question what sort of moves you are going to make so that you can take advantage of their limitations. This means that you are constantly making important decisions, unlike in other dungeon crawlers where you just walk up to something, roll a bunch of dice at it, and kill it before it does anything. Is it a perfect system? No. If I had the time and effort to do it, I'd try and create more variety when designing the dungeons via the random tables (instead of always rolling on tables, I'd like to draft up a few decks of cards for monster groups and what not, as show-cased here www.boardgamegeek.com/filepage/58181/troll-lair-card-fronts ). I think rolling on tables so much can slow down the progression of the game at times. And there are other minor things I'd change too, but you know what's the best thing about DP? If you don't like something, you can change it easily. Or create something new. And it isn't a headache to do it (a little time consuming, so I've come to find out with my Town Expansion... why won't you scale properly stupid Paladin sword?! ). If I ever happen to have some downtime and am not going out or something, I just pop in a movie, open up one of the supplement PDF's I'm working on, and just start casually making up some more stuff for it. No charts, no rules referencing, that rules are that intuitive that you don't have to make a whole lot of look-up's. So yeah! DP is great, it's fantastic, but to truly get something amazing out of it, I think it also takes a little bit of work too. And Shaun knows that, hence why he's working hard on releasing the new version of DP. And tell people about it! I can't stress that enough. It makes me kind of bummed that this little gem has sort of disappeared off of the public radar. My LGS is starting to get into it, but we need more than just that. Happy delving!
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mummi
New Member
Posts: 4
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Post by mummi on Mar 11, 2012 9:37:34 GMT -5
Awesome thanks for the reply, I was getting worried that it was less active than I thought .. I hope I can finish cutting out the pieces soon
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kiladecus
Contributer
"Julius, Seize her!"
Posts: 35
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Post by kiladecus on Jul 6, 2012 13:20:53 GMT -5
I just discovered this today, andI have thrown a bone out on the Cardboard Warriors (OneMonk) forum where I am more active. I think this has a LOT of potential, and the little things like color-coding the maps so you know what expansion they go to is BRILLIANT! I think it would help if there was a way to break-down how to design a Monster (unless you do this the same way you do a Hero, and just add the Law for it). By allowing someone to swap out Monsters could eliminate the difficult task of creating a whole new Quest, but simply fashion it for the party. For example, if you wanted to play a Quest that is geared for Level 5 players, why not use an EXISTING Quest and either beef up the number of Monsters, OR have a table... Level One Creatures, Level Two and so on. (If there is already such a thing, I would LOVE to have it. I am new here, so I can ask these questions without feeling stupid). Ok, thanks for your attention.
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erf_beto
Artist
Artwork Wizard
Posts: 369
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Post by erf_beto on Jul 7, 2012 12:31:26 GMT -5
Hmmm that's actually an idea worth considering, kiladecus! scaling monsters up a level or two would be a nice way to have a group playing through all available quests without felling too strong. It needs a few more thought into it, but it's definitely something to keep in mind.
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Post by emergencyoverride on Jul 7, 2012 12:53:40 GMT -5
When I had to take a break for school, we had been working on whether to scale monsters up or to have certain monsters be just for certain levels. (1 &2 Goblyns, 1,2&3 Orcs, 3&4 trolls etc). Just adding more monsters didn't really work so well in that as the characters leveled up they could still just blow through the increased numbers of baddies.
I havent gotten to talk to Shaun and the guys yet about where that still stands, but I'll make it a priority to get fixed after I do. I am currently working on a level 3, level 4 quest and I need to stat some monsters up for it. Ironically, this is where I got stuck before, as we were fleshing out the monster ideas. Don't worry, we'll sort it out, one way or another!
Also, don't worry about the slowness. Everybody here puts real life family and work issues first, and things tend to come up, but we will always get back to it. ;D
Hey and if something seems wrong in the rules, change em, and then see how they work. You might come up with something even better. One of the members came up with some cards to use instead of rolling on the charts. They look great and function well.
And remember, to have fun with it.
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