Hi all, I am relatively new to the site (as well as board game design) and was hoping to look to you long time enthusiasts for thoughts on this matter.
I am currently working with some peers on a dungeon crawler that focuses on the use of cards instead of dice. However, I and my colleagues have recently come to an impasse. I am a very mathematical person, and as such, I look to algorithms and equations in my design and balancing of our game. (IE, how likely are players to draw these cards or how much damage should creature X do on average) Instead, my peers find play testing and ‘going with the flow’ helps their creative process more.
My questions are which do yall use? I am assuming it’s a juggling of both. And how does one avoid the down fall of making the game stagnant when you have many of the design choices of game being founded on boring old math? ^_^
And, number two, is there some sort of helpful rhythm that is often present in the curving scale of dungeon crawlers? ( i am of course, playing as many as I can at the time) Never the less, we are having trouble having our semi-lengthy game sessions go on without large variations of success or failure on the players’ part. This is due impart, to the entirety game being randomly generated (loot/creatures/bosses) on random draws from a deck.
Well, it apears a lot of people tackle these issues rather early on in design process. Do you think an alogrithm section may be apropriate to this site then? to discuss how to find probability of card draws, or what algorithms helped designers make this or that mechanic sucessful?
Or would this not be something people would want to share, as it is the juicy inards and entrails that make their games live and breathe?