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Post by shaungamer on Aug 18, 2008 23:18:55 GMT -5
The Dungeon Plungin’ rule set is currently in Playtest V2.
This version has some issues!
The rules don’t necessarily, mesh together and this has been made worse by problems with mismatches in the adventure rules. This along with the significant cost of ownership, due to the large number of components that need to be printed, has made me think a revision is necessary.
I expect the whole revision process will take a few months to complete.
Some changes I have already noted 1. Some game situations have contradicting rules 2. Some procedures need to be collected into one location 3. Character Creation could be made easier 4. Experience levels need to be expanded 5. Player aids are a must 6. Standardized tiles are required to reduce their number 7. Adventures that match the core rules 8. The ability to create your own adventures, characters and monsters
With these in mind, I would be interested in hearing about any other errors or any other suggestions to improve the Game. (Or details you think could be implemented!)
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Post by onemonk on Aug 19, 2008 16:45:04 GMT -5
I'd like to see more wacky type humor added to the game, to reflect the nature of the figures and such. It seems now to just be a generic style dungeon crawl with a cartoon theme slapped on. I know there are ways to create a humorous element to the rules. JIM
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Post by shaungamer on Aug 19, 2008 18:24:36 GMT -5
First, I have tried adding humour to games before and find that I cannot do it very successfully.
The other issue is that games that do manage to add a humerous element, lose it after a couple of plays. (Half the reason something is funny is that it is unexpected!)
It would be great to add something like this to the game, but unless someone comes up with specifics that won't go stale, I am at a loss.
Hopefully the cartoon figures may inspire some people to try being more humerous anyway???
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bhoritz
New Member
aka Gwindel
Posts: 2
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Post by bhoritz on Aug 20, 2008 4:22:37 GMT -5
Maybe a good idea would be to add humourus situations or characters in the scenarios, not in the basic rules? Either in the situation, the scenario briefing or special characters involved in that particular scenario. This way there would be no repetition.
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Post by brynbrenainn on Aug 20, 2008 4:41:49 GMT -5
Maybe a good idea would be to add humourus situations or characters in the scenarios, not in the basic rules? Either in the situation, the scenario briefing or special characters involved in that particular scenario. This way there would be no repetition. I like that. A bit of nice fluff and a fun 'backdrop' for the scenario gould go a long way - leaving the regular game mechanics smooth and easy.
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Post by shaungamer on Aug 21, 2008 19:35:15 GMT -5
The revision has officially begun!!
I have completed the updates to the Introduction. (Mainly supplying a bit more detail on what is required to play the game)
And I have completed the character creation section. There are quite a few changes here. The Detect and Disarm stats have been changed to Wit and Dexterity. So you will use Wit to detect and disarm some traps and Dexterity to disarm the rest. Dexterity can also be used for other physical activities like jumping, climbing etc.
I have added some magic user armour and weapons to the equipment. A lot of the costs for things have increased, but you can now get a special ability at half price when creating a character. I also added a simple character sheet to keep track of everything.
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Post by onemonk on Aug 22, 2008 19:50:26 GMT -5
Yea, I would have to agree now that adding humor to the rules would get stale. I do like the idea of adding it to the scenarios and adventures. maybe some absurd quest, or wacky monsters( I can help here) some wacky magic items, wacky traps with stupid but humorous effects.
From my end, I can contribute some goofy monsters. Every been attacked by a hoard of Dire Hamsters! Or quested to the dreaded dark dungeon of doom to retrieve the magic chamber pot! Only to find that it houses the great and terrible Poo Horror. Sorry, my only real reference is Monte Python.
I think hackmaster would be a good reference. Anyway, good luck with the rules revision. Feel free to use any of my figure Plung'n designs in the rules. JIM
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Post by shaungamer on Aug 24, 2008 17:04:00 GMT -5
I tend to agree that humor in the Adventures will work very well if you are playing with a group, but if you are playing solo, then it will be hard to get that 'funny' factor to appear. In a group sometimes it just happens. I playtested the Demon Dungeon solo and didn't find anything funny at all with it. However, the first time I played with some nephews they laughed their heads off. While trying to get through a locked door I activated a swinging axe trap. Although everyone was in its line of swing, it didn't manage to hit any characters except my Warrior. And then I managed to save all the damage. My nephews had images of my character quickly grabbing hold of the blade and then swaying back and forth, perfectly safe but looking ridiculous!! And I wasn't even trying to be funny? However I agree that some humerous situations or damage could be used to encourage that fun factor in the Adventures. I am sure wierd and unusual Monsters would help!
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Post by shaungamer on Aug 27, 2008 1:34:27 GMT -5
Surprisingly enough, I am very close to having the re-write of main rules completed. I have to do a Sanity check on how everything flows, but the re-write is finished .
Needless to say there have been some major changes to some things, purely to make them work more easily. I still find locked and trapped doors and chests a problem, but hopefully the new rules have taken away a lot of the old frustration.
I still have some flowcharts and instructions to complete for Appendix III:Player Aids. I haven't started on Appendix IV which is about how to create your own Quest Packs and Monsters.
I need to format Appendix I:Monsters, to suit the new stat lines and recheck Appendix II:Spells
However that will come over the following days (I hope!).
As visits to this forum are slow, I might as well put in a request for Playtesters now.
You will receive a playtest kit that will include a copy of the new Rules and the Basic tiles. However if you have compatible old tiles, they can be used instead. The new rules will include 'The Knocking wall' quest for playtesting purposes. Depending on the results, I may be able to make a new copy of 'Den of the Orcish Raiders' available for playtesting as well!
I really need someone to go through the rules and see if any situations arise that I haven't covered, or that appear in an ambiguous place in the rules.
Although you can express your interest in becoming a playtester in this thread, I would appreciate a PM with an email address so that I can send you the files when they are totally complete.
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Post by dan on Aug 27, 2008 18:31:02 GMT -5
I found this site recently while looking for printable buildings for wargames. I must say it is all very good work and I think the humor is already there, in the imagery. A few funny events or results would be alright, but I think that in general, games that specifically try to be humorous tend to seem forced. I would be very interested in playtesting your revision (I will send a pm with my email).
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Post by shaungamer on Sept 2, 2008 16:19:49 GMT -5
The re-write is suffering a bit from burn out (in particular, playtesting the different door rule configurations) however it is still progressing. Currently it stands at: 1. DP rewrite ( 90%) 2. DP Tiles to suit rewrite (100%) 3. DP Heroes to suit rewrite (100%) 4. DP Monsters to suit rewrite ( 20%) 5. DP Quests to suit rewrite ( 30%) To reach a test phase release, I really need to get the DP rewrite to 100%, DP Monsters to 35% and DP Quests to 35%. That would include all the rules, one quest and one set of Monsters. Of course you could use the old Monsters if you wanted. (The new Monsters are only recolored and shaded.) Hopefully today will see some great things!!!
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Post by shaungamer on Sept 6, 2008 17:28:47 GMT -5
OK, the new revision is complete enough to trial. I have sent the links to the playtesters, and will hopefully recieve some feedback within the next couple of weeks. Hopefully that time will also give me the opportunity to complete the conversion of the remaining two Quests and their associated monsters. Here is a sneak preview of the 'Knocking Wall' monster pdf. KW_Monsters.pdf
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shadowolf
Assistant
Super Figure Designer
Posts: 127
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Post by shadowolf on Sept 6, 2008 19:29:16 GMT -5
Gotta say I love the new colouring on the monsters. Gives them more life and a real cartoon character feel. Thats the thing about simple line drawings...the right colours and highlights can make them so dynamic and vibrant. You've hit a winner there IMO.
Several weeks of playtesting?...hmmm thinkI should have offered to playtest. Oh well might have to draw stuff for it instead. I hate waiting.
Great work Shaun ;D
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Post by mrabaddonwormwood on Sept 8, 2008 8:32:18 GMT -5
With out being pushy - well not too pushy, is this any closer to the public beta?
Lord Abaddon of Wormwood
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Post by shaungamer on Sept 8, 2008 16:22:32 GMT -5
I am now waiting on the playtesters! There were some issues with the first mail out, so it may take a couple of days before feedback. Depending on what people find, it will take a little time to fix mistakes and then we go from there!
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