I'm sure we've all played Talisman, and I'm sure there are other games like it where you're basically simulating D&D in a board game.
What elements of these "Role Playing" board games tend to work and which ones hinder the game? Is there a basic formula that could be followed to get an RPG feel in a Board Game?
I'd like to hear what you guys have to say in that respect, and then try and apply it to a couple ideas for games... Errand Boy for one, and something based on the Air Pirates discussion (from the Collaborative Game Design Project thread)
- Seth
Probably my favorite game is Castle of Magic, which gives each player a secret clan membership and scoring goals. Role playing in the tradional sense is quite limited - players are only allowed to discuss with each other when a 'talk chip' is turned in, at which point everybody runs off to trade information about each other or the game goals. The differing goals, however, do make people act 'in character' in what things they pursue, and the clans and compatible/incompatible goals lead to alliances.