We have already discussed that Dungeons crawlers is a kind of game not very popular since it is half-way between a board game and an RPG. I was wondering if it was possible to improve these kind of games by using the door-keys-and-passage design ( DKPD for short ).
Now you all want to know what is a DKPD ?. It is a concept that I have found in a few video games and I decided to place a name on it. The best example is Legend of Zelda video games on the NES. For those who have not played, the maze is made of series of rooms with monsters in them to kill. On the first look, it looks like a "Kill-all-monster-to-advance" type of game.
But Zelda has an DKPD. On each wall of the room, you can either have doors, locked doors or walls. Some doors shut behid you, some are opened when all monsters are killed and some don't open at all. The locked doors requires keys to find in the maze. Some wall has secret passages by bombing the wall or passing through. And you might even have to push some blocks to open doors or reveal stairs. All these simple elements, makes the game much more fun. It makes the maze exploration intringuing instead of just killing monsters.
Now there are many video games ( ex: Phantasy star Onile, Castlevania PS2 ) that use a "kill-all-monster-to-advance" design. These games are generally pretty much boring and they could be really much better if they would have used a DKPD instead.
Now I was wondering that since dungeon crawlers somewhat use the "kill-all-monsters-to-advance" concept, maybe making a dungeon crawler with a DKPD would be much more interesting. What do you think?
I tought of a few other solutions not related to DKPD in order to improve Dungeon Crawlers :
Puzzles : Makes puzzles to solve where the dungeon can hold some clues.
Investigation : Add pieces of story or writing that the players must try to reconstitute it order to know what happend or what will happen.
Can't you think of anything else that could improve the maze exploration experience?
One of the dungeon crawler style I have tought is like a video game like gauntlet. You have a certain number of lives, must bash monsters and find power up under way. The advantage might be that it is so much combat oriented that it cannot be reproduced in an RPG. Giving a reason for RPG players to play the board game. To make it interesting to play, the only solution I could find is that there should be more strategy in the combat, so maybe less dice rolls or use cards as dice instead.
The other style I could do is like a mysterious exploration game. Like Indiana Jones, or the Tomb and Treasures video game NES. You explore various ruins, you must solve puzzles and you some time encounter monsters.
One of the theme that I wanted to use is that all players are spell casters which are pretty weak and can mostly rely on their spells. The idea is that they would have to solve problems in the maze ( combat, puzzles traps and other ) by using strategically the right spell at the right place and time. So I would need to find a way to make sure that any obstacle would make the player think about a solution.
Now I am not sure if either of these you be played with or without a game master.