I was having a discussion on BGG about someone else's plans to design a dungeon crawl type of cooperative game. He wanted to discuss the merits of fixed map vs. random map (via tile placement), for a game that has a story and a goal (i.e. HeroQuest).
My primary thesis was that it is hard to get a real story arc with random placement, unless your random placement was relatively irrelevant to the story. If the random placement is significant, then it's hard to keep a real story arc without the random placement interfering in possibly-ruinous ways. If it isn't relevant, then it doesn't actually contribute to replayability, so why bother.
I think that Betrayal at House on the Hill mixes these fairly well, with the three floors and a few rooms that become significant. But the randomness of the layout does not have much impact on the missions. Occasionally the closeness of a key room might make some of the side aspects easy or hard, which could indirectly impact the real mission, but it isn't super significant. (I'm thinking here of the rooms that enable you to heal, or improve an attribute.)
The other issue I have with Betrayal's approach is that you're going to get the next appropriate room in the stack, whether you go left or right out of the current room. Other than going up or down stairs, your choice doesn't really matter.
Anyway, in the course of discussing it, I came up with a mechanic that I really like: It allows for a good story arc; the player's choices do matter, at least somewhat, giving them some real control; and I think that the game will have some very good replayability. (I'm not actually far enough along to do anything more than some solo playtesting including a lot of pretending, so this last point is a bit of faith.)
Then I thought about the game and the theme, and I thought, "Does the world really need yet another Medieval Fantasy Dungeon Crawl?" To which the answer is, "Not really." I tried re-theming the game to be SteamPunk rather than Medieval Fantasy, and I find that the mechanic works even better!
So I'm finally getting to my question for which I'd like some feedback. Is there any interest in a SteamPunk-themed co-op game that is similar in feel to a dungeon crawl? I've looked around a bit, but haven't found anything -- is there already something like this that I've missed? If you like Dungeon Crawls, would you find the theme significant? Or would you just think that this is yet another that somebody re-themed.
Oddly enough, I mostly avoid co-op games, due to the 'alpha player' effect. I do think that this game would suffer somewhat from that problem, and I haven't addressed that, yet, but I plan to, or at least hope to. Any thoughts in this direction would also be much appreciated.
If you've read this far and you're still interested, here are my notes on the game (and on every other game I'm working on): http://zag.wikidot.com/dungeon-crawl
If this didn't interest you, or did but only partially, could you tell me why?
1. Co-op?
2. Dungeon crawl-ish?
3. Final boss focused?
4. Steampunk?