I recently happen to have new game ideas for another one of my designs: SpellMasters. To briefly explain the game is a "Letter/Tile" Game that features a Dungeon Crawl (in a very un-traditional way).
So let me continue to explain a little further and then we can get to my real issue...
Players choose a Monster for the level. This is a choice which is guided by the players themselves. The game is very "open" in that the Players as a group decide which Monster they will battle.
A> So here is my first issue. If you played AD&D or other RPGs or you are a fan of Fantasy Fiction (Adventure Books) or if you've ever DM-ed an RPG, etc. You can "think up" all kinds of Monsters...
Therefore Players who have a lot of LORE from other sources will find this concept absolutely BRILLIANT because it is flexible. (Of course the engine that controls the Monster AI has been tweaked and optimized to be more realistic...)
Now comes the DOWNSIDE: If you DON'T have much LORE from other sources, you may struggle and it may make the game much LESS "exciting"!
My IDEA was to create a 130 illustrated page book with 125 Monsters and some LORE/Blurbs in addition to information concerning the Monsters. It would cost a bit (because of the artwork and creative writing)... I wouldn't be making the book for money... But to give people not aware of Fantasy Fiction and Monster Lore a reference they can look through and select the Monsters the Players want to battle.
B> The next problem which is much HARDER to "imagine" is words that can link up to SPELLS that correspond to each Player's Wizard Class. This is perhaps EVEN HARDER than the Monsters because you have quite a bit of lore from other sources. Sure you have your Fireball and Zap spells... Which mostly everyone knows... But unless you have played AD&D or other RPGs, the familiarity with SPELLS is to a lesser degree (in the overall population as pop-culture). Granted Harry Potter and Twilight Movies have introduced some Spell Culture, it is still not very "helpful" in a game where you need to SPELL SPELLS (Woah!) It's called SpellMASTERS for a reason...
C> Having one or the other (and even BOTH) seems to DUMB-DOWN the entire experience. If you want a Monster, just look into the "Monster Lore" Companion Guide and choose one... Kind of BORING if you ask me. Much more interesting to remember the Ettins from Ultima V or the Trolls from Warcraft, etc. To me there doesn't seem like much MASTERY if all you need to do is lookup a Monster in a Book!
Same goes for Spells. If you have a "repertoire" of Spells and all you need to do is "choose" the ones that are more appropriate for each situation... It again (TBH) feels DUMB-DOWN.
If you read the Spells from another Guide, invariably it makes the game more SIMPLE! Just read and choose.
I'm just concerned that this kind of CONTENT would make the game go from REAL HARDCORE "Fantasy Fans" to everyone interested in "Fantasy"... I really don't know what I should do about this.
1. If I don't create the Guides, it will be HARD for MAJORITY of people to play the game. Because they don't have the LORE required to imagine spells that will go well with their Wizards.
2. However it will be VERY REWARDING for those players who happen to have a DM or AD&D Connaisseurs because of all the "Fantasy" Lore they bring to the game. That "knowledge" or Lore is PRICELESS for a game such as SpellMasters.
So what do you think???
Make both and sell them as options? Allow people to decide whatever they WANT to buy to compliment the game (as they see necessary or interesting to them)...
Having a "Monster Lore - Companion Guidebook" will cost UPWARDS of $10k. A "Great Library - Companion Spellbook" will cost LESS maybe around $5k since there wouldn't be any artwork per se.
What are your thoughts on the matter???
Thank you for your input and insight...
In the game, you can RECORD the Monsters you battle and the SPELLS you use to defeat them... This is on a notepad and there are 50 sheets which are double-sided which allow you to keep track of the tactics you use.
What this does is GROW your "Grimoire" (Spellbook). The MORE you play the game, the more you have as "reference material". And therefore the whole "MASTERY"... It takes time, you actually gain REAL EXPERIENCE as you play the game and solve new words/spells that you can ACTUALLY use in future situations or games (and even Monsters).
It's just going into the game with NO LORE or Fantasy Knowledge would make the game SUCK REAL BAD!
Thoughts???
The real issue is that although I think CHOOSING a "Monster" from the Lore Companion Guide would be less consequential... I can picture a REAL "Guidebook" where there are variants of Monsters similar to an AD&D Monster Manual but in spirit with the game (SpellMasters).
The real problem lies with the "Spellbook". See it's like the HEART of the game. And so just making all kinds of Spells available to would be Wizards is not really FUN.
It also sort of "by-passes" the whole GAINING EXPERIENCE and slowly MASTERING your repertoire of Spells.
Again you just need to lookup a spell in the Companion SpellBook and voila ... the deed is done. Seems much too simple TBH.
IDK ... I can agree that the "Monsters Book" could be good ... but the more ESSENTIAL Book would be the SPELLS. However this takes away all of the "REAL WORK" in playing the game and formulating spells with the letter tiles that you have to work with...
Really not sure about it...