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Post by FNH on Aug 18, 2007 13:45:57 GMT -5
Well, just finished my first game of Dun' Plun'. I was playing "Den of the Orc".
A few constructive thoughts...
I think it could be improved with the addition of a "Turn Track" to keep track of what turn number it is and this could also show what number to add to the Location die. Obviously this would have to be added to the scenario.
Half way thru I had to print a second set of doors because I ran out, a suggestion to do this in the rules/scenario would be good.
A small flow-chart or sequence-list showing how to approach the opening /checking of Doors and Chests would be nice. I dont know if I was doing things in the right order. I kept asking myself, what do I do first?
I really enjoyed this scenario and will be playing again in the near future!
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Post by shaungamer on Aug 21, 2007 20:55:49 GMT -5
Thanks for the feedback!! The turntrack is definitely something we will add to the scenario booklets to make life easier.
We found the number of doors required is variable, we have had discussions about this before. We are also looking at adding a "Mapping system" so that as you progress you just re-use items. This saves printing out too many floor & door sections.
A small flow-chart or sequence-list showing how to approach the opening /checking of Doors and Chests is a must! I have to admit when you play the game heaps, you just know these things, but if you stop for a while or are new, it takes ages to get into the groove.
I am glad you enjoyed the scenario, hopefully there will be some more Orc adventures not too far away! (Including our first campaign adventure!!) These will add more characters, special rooms and troops.
Thanks again!!
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Post by FNH on Aug 25, 2007 13:27:07 GMT -5
I thought I'd share some more thoughts after another bash at the Orc's Den. Take a look at this map. I only had 1 corridor section in the whole game! In case your interested heres the stats for the three heros. I was trying to find the princess so when I got the chance I bypassed monsters and left one character to open the chests while the others carried on. Sadly I managed to find two Great Door keys but didn't find any Great Doors! By the time I got to the westermost room I was past turn 20 and there was no chance of finding any more Great Doors. Rather than lose all chance of finding her in this dungeon the heros determined to return another day when the turn count would start over. I found a few problems while playing. The Tank found the "Orc Blood Whetstone" but couldn't find any rules/description for it, so he just put it away for later. When I found the Wolf, I decided to treat it as a statue as I couldn't find any Wolf stats! ( also , I didn't have a Wolf figure ) When the hero's left, they didn't come across any Wandering Monsters because there was no Wandering Monster chart. I've had a chat with the hero's and they definitely want to go back in. They enjoy the rough and tumble of it, and of course they want to find the princess! ;D
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Post by FNH on Aug 26, 2007 6:34:39 GMT -5
Just found the Wolf Stats! I feel such a fool! Good job I didn't find the Boss because his stats "would have been missing" as well. The Stats sheet for these two was under my bed!
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Post by shaungamer on Aug 26, 2007 18:46:13 GMT -5
Ok, you have brought up a few points that I admit I was worried about. (Which just goes to show you can't trust the odds - sometimes things happen however unlikely!?!??)
My first questions, are about the corridor/room construction of your map.
Was it an issue not getting any corridors?
Did you have a situation where it was a struggle to get the tiles to fit?
Did you think any of the rooms were reduntant or useless in the game?
I like the way you constructed your heroes. Were there any issues with the way they worked at all?
Were they ever in danger of dying or did they breeze through the dungeon?
Did you get to fight any monsters or did you just ignore them?
I am sorry you didn't get to the Great doors. Personally, I believe this is a big failure in the rules. I have never had it happen to me but I would be interested in how you felt about it.
The Orc blood Whetstone can be used to sharpen a bladed weapon. That weapon then gets a +1 when fighting orcs. The whetstone is discarded after use.
Any Monsters you didn't kill should have still been in the rooms you discovered them. Not having a wonderin' sorry! wandering monster chart, is still something we need to address. Hopefully we can fix some of these problems!!
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Post by FNH on Aug 27, 2007 5:34:54 GMT -5
Hiya, Replies... I didn't have any issues with a lack of corridors. The game before I kept rolling Corridors and no rooms! Thats how they roll. I did have to shuffle doors around at times as they couldn't always be in the middle of the wall. I managed to get all of the rooms to fit. Now you mention it, a paragraph on how to handle that might be worth adding ( perhaps slotting in a corridor when "required" ). I found mostly empty rooms, or rooms with only chests. Thats the way it rolls! Due to the lack of monsters the heros breezed through ( maybe some sort of +1 to the chance of monsters after each monster-free room might work ). Not finding a Great Door was a bummer. In the previous game I had one in the very first room, but no Great Door Keys! In that case I went hunting for a Key and then came back. Thats how it rolls. Some turn based modifiers might help that... Thanks for your Orc blood Whetstone info. Is that in the rules and I'm missing it? What about the other items? Do you have a Wolf figure anywhere on the net I could use? This is a Good game. Heres another idea. You could have pre-programmed scenarios, if you had a dungeon-book. A bit like the old "Game Books". Instead of having a story paragraph on each page you could have a room, detailing chests, monsters, rooms. Then at the bottom of the page you have a choice of pages to go to based on which exit you want to explore next. I'll try and knock up a sample... Edit - Heres the sample thing. Of course, if you were going to print this "book" you shouldn't have such large colourful images as I've demo'ed here. A small black and white outline would be sufficient.
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Post by shaungamer on Aug 27, 2007 15:45:51 GMT -5
Thanks for the replies.
The Orc blood Whetstone info, may not be in the rules that are released. I couldn't find it in there!?!?
Your dungeon book is a good idea, check your mailbox!
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Post by shaungamer on Aug 27, 2007 18:21:08 GMT -5
OK, These shouldn't really be released yet, but seeing people are starting to play DP . . . . Here are some wolf figures by Bobby.
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Post by FNH on Aug 28, 2007 2:53:57 GMT -5
Love that Wolf!
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Post by FNH on Aug 29, 2007 13:50:56 GMT -5
Printed up a bunch of wolves and put them in the Dungeon Plungin' box. They really are very nice.
You guys are good!
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Post by shaungamer on Jan 10, 2008 18:41:18 GMT -5
I just rediscovered an item in the rules that would remove the problem of not finding great doors! The plot counter 10(20) works differently to what I believe you played. (I am sorry for not notiving it sooner, but my first playtests of DP didn't use a plot counter as it wasn't invented then!!) The first number is how many rounds are played before you add a modifier to the doorway chart. The second number is how many rounds before you have exhausted all doorways. So in Den of the Orcish Raiders, you would play 10 rounds with no modifiers to the Doorway chart and then 10 rounds with a modifier and finally 10 rounds where the only result is a great door (Theoretically you would finish the game when you entered the last great door!!)
I hope this clarefication helps!!
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Post by oversoul on Jan 11, 2008 5:25:29 GMT -5
Here is the exact section:
Plot Counter
It is possible for a game to end too soon or take hours to complete. To curb this each quest has a Plot Counter that looks like this: N(X). The plot counter has a number, N that equals a number of rounds. During play, the players keep track of each passing round. After you have played the number of rounds required by the Plot Counter you begin adding an accumulative +1 to all rolls on the Doorway Chart. This accumulative modifier can go as high as X. The round after the modifer has reached X the dungeon is considered Built. For example: The plot counter for a quest is 10(5). After playing for 10 rounds the players begin adding a +1 modifier to all Doorway rolls for each round played beyond the 10th(11th, +1, 12th, +2..... ) However once the players have finished the 15th round, the dungeon is then Built.
Once a dungeon is built there are no more rolls on the Location Chart. Any unexplored areas end in a room with no other doorways but still can have monsters and chests. If any Great Doors are yet to be discovered. Roll a d6 when entering an unexplored room, a score of 4,5,6 and that room contains a Great Door. Place the door in the center of any vacant wall. The Great Doors, once the dungeon is built, do not require a great key and are considered to be open doorways. They are opened and reveal Unique Locations in the correct sequence dictacted by the quest..
This ends the Construction Phase of this game round.
The modifier is to try and help speed you up to find teh great doors. But if that does not work, the Dungeon is built with single rooms behind any unexplored doors. These rooms can contain goodies or even baddies. The only change is if tehy contain a great door, then obviously there is another room behind it containing whatever boss is next in sequence.
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Post by Cobra1967 on Jun 21, 2008 16:28:57 GMT -5
A DP variant - to avoid "weird" dungeons with all rooms or all corridors - create a deck of dungeon cards to use instead of the table. Each card corresponds to one tile, and when you draw a card (instead of rolling on the location table), pick the tile that matches the card. This way you can make sure that you are able to create the dungeon easily if you have made a card set that matches your set of dungeon tiles.
You could do the same with the doors, to make sure that you eventually will find the Great Door. (Make a card deck with open doors, closed doors and one Great Door card).
/Cobra1967
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