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Post by shaungamer on Aug 29, 2008 23:13:29 GMT -5
The door and chest rules are giving me a bit of strife. I have been trying to make them simpler but I don't want to lose a fun bit of the game.
In the current version, we have open doors and closed doors. You can tell by the type of door. Open doors are safe. Closed doors can be locked or unlocked Both locked and unlocked doors can be trapped. You need to detect whether they are locked or trapped.
I then tried to make it simpler by having locked and unlocked doors in this new version. You can tell by the type of door again Both can be trapped. You need to detect whether they are trapped
I am now thinking that only locked doors can be trapped. It would make the charts, rules and gameplay a lot simpler, this way.
Unfortunately I found this hard to put into a poll, so I would be interested in your feedback.
The same goes for chests. I have now made them locked and unlocked, but both can be trapped. Maybe I should make only locked chests trapped?
Should I make the game simpler but lose some of the suspense?
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Post by brynbrenainn on Aug 30, 2008 5:29:03 GMT -5
I dunno if this helps or not....
What about having the simple rules as your 'standard rules'. And have a chapter in the end with 'optional rules'...?
A bit like FoW and FoW-SO.
/B
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Post by onemonk on Aug 30, 2008 16:48:09 GMT -5
I like the idea of all the options, it's one of the things that make dungeon crawling fun is all the unexpected random things.
I think you can make this part of the door base, just make all the different combinations of door for the bottom of the door bases, then you randomly select a door you come upon. The only way to find out the status of the door, is to check for traps, or if it's locked, then turn the door over to reveal what it is, and deal with it. When dealt with, remove from the game because it no longer effects play. I don't know if this would be workable or not with the current rules, I have forgotten most of what I remember reading.
Just and idea to replace a chart. The same can be done for chests. You can even expand on it later by adding special door and chest bases with unique type traps to mix in with the regular doors and chests. JIM
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Post by shaungamer on Aug 30, 2008 22:23:19 GMT -5
The base idea is good, but has some restrictions with the rules as they stand. I think I will do a quick playtest of each of the versions and see what is workable and what isn't (even the base idea) and go from there.
Thanks for the replies. I was really stuck and didn't know what to do, so it has been helpful and appreciated!
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Post by onemonk on Aug 31, 2008 11:01:23 GMT -5
This can also be done with monsters. You can say, have a bunch of orcs, but on the bottom of the bases you can have some be better than others, but you don't know until you attack, or are attacked, then you know if it's a normal orc or a super orc. This may be better for solo play though. It would add an element of unknown when facing monsters you think you knew. JIM
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Post by brynbrenainn on Aug 31, 2008 12:01:09 GMT -5
This can also be done with monsters. You can say, have a bunch of orcs, but on the bottom of the bases you can have some be better than others, but you don't know until you attack, or are attacked, then you know if it's a normal orc or a super orc. This may be better for solo play though. It would add an element of unknown when facing monsters you think you knew. JIM That would actually be another very cool use for your paper slotta bases.
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Post by shaungamer on Sept 2, 2008 16:06:03 GMT -5
Definately cool ideas for slotta bases! Back to the door rules though. . . I ended up putting up with the slightly more complicated rules for the doors, (purely because it wasn't as much fun simpler). There is just something cool about trying to detect a trap and failing the detection roll. Do you assume there isn't a trap? or do you waste an action waiting until next turn when you can try again? The only real issue is if my written words, match what I am trying to achieve in the rules?!! I guess I will find out, after the release.
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Post by footoomba on Sept 3, 2008 4:56:09 GMT -5
maybe the options could be part of the quest either stipulated by the quest itself or randomly decided at the start, this could add a bit of replayability to quests perhaps even randomly decided by door/chest as play progresses
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