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Can a Linear Fantasy Game Be Exciting?

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Jet
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Edit:
I have been brainstorming a story driven game where players each have a hero who are trying to reach the end of the game in a hurry, always building excitement. Something would have to lack: story, fun, replayability. Without it feeling like a dungeon crawl.

Simple right?
But I run into the issue how to generate a board and game where it feels dynamic yet not like another dungeon crawl or a dice fest. Dare I say, a Euro-game with combat?

Examples of games relative to this would be helpful and so would insight on what you would expect out of a game like this.

questccg
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Not sure... ???

Jet wrote:
Dare I say, a Euro-game with combat?

I don't think you can say "Euro-game" and Combat in the same sentence.

Usually Euro-games tend to be "non-confrontational" and that's why they are called "Euros". Because you don't explicitly "confront" your opponent. You may steal a resource he may want on his next turn or block a path such that you cannot be followed, etc. That's EURO-type game play.

Conflict and combat ... do NOT make a game "EURO".

To me, your "idea" sounds like "Ameritrash". Check out the BGG page:

https://boardgamegeek.com/wiki/page/Ameritrash

But highly developed THEME, characters and plot (including NPCs) ... All that can be in a form of a Board Game (not necessarily an RPG). I would dare to say that "Ameritrash" is the quintessential of the RPG in a board format.

I would search more for "Ameritrash" and see what comes up!

Cheers.

Note #1: And the term "Ameritrash" is not bad... Yeah it may sound a bit "negative" but it's really not. It's mostly about making games with HIGH THEME and focus on story-lines. Fantasy Flight Games (FFG) is one of the premiere makers of "Ameritrash" games. And they are a very well respected company and their games loved by many.

So don't think of the term (I know it sounds a bit bad) as being "negative" ... That's just the term that the Industry coined.

Jet
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Sick of dungeon crawlers

Thanks, I've read too much already on Ameritrash and it all seems to have been done before. Waros is a better term I am aiming for.

Could a game tell a story of hero's who delve into combat... sparingly? Where conflict is a matter of pushing a political agenda or control of territory.

And if so how would that look as a board game, with cards perhaps or a bid style combat rather than dice?

Jay103
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Cough cough. Of course! My

Cough cough.

Of course!

My games are based on that premise :)

But you do have to be careful with your balance, if there are multiple heroes that do different things. My game is notably harder with Hero Combo A and easier with Hero Combo B.

questccg
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Hmm... I understand what you mean

Control of territory reminds me of games like Risk, Scythe and SmallWorld. Political Agenda? Hmm... Like you said more "story-driven" content. Like "scenarios" (may be too simple) or "storyboards" (in the middle) and even "campaigns" (more on the side of RPGs).

I think your "sweet spot" is "storyboards". I can picture player Game Mats that direct players to perform a series of "tasks". Sort of like a Mini-campaign.

As far as an example of "politically"-driven game... Look at Joseph's (@AdveristyGames) NightLancer:

https://youtu.be/1HQg91YHE2M

This is as "political" that I have seen... Gives you some ideas ... cards, mats, missions, dice, etc.

Jet
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Minmized combat

I appreciate the input. I hope to generate a game where combat is only used when necessary and not the only driver in the game. Dungeon cralwers do exactly what I don't want so I'll have to look into your resources.

I used the term 'political agenda' lightly. Scythe is the most inspirational game for me but given more story driven aspects I hope to create something almost as substantial.

Jet
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Story Board

I've got some studying to do if you don't mind me taking a further look into your work.

A better question to pose for this thread is... What would story driven combat look like?

let-off studios
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Nobles? Or Aristocracy? Or Politicians?

Your use of the word "hero" is kind of confusing to me in this context. I'd feel more comfortable providing suggestions if I had a better idea of what you're trying to simulate. From what I see here, you could describe the ascent of Nobles (who were capable in a number of different arenas), or you could describe the aristocracy (who reveled in the gifts bestowed upon them by the previous generation's Nobles), or even politicians (who have no applied skills of their own beyond persuasion and deviousness).

None of these roles focus on combat or direct conflict, per se. So they're all worth considering, but seem to point in very different directions.

Additionally, questccg's comment about "storyboards" and completing a series of tasks reminds me of a tough-as-nails co-op game I used to own: ElfQuest. Here it is on BGG:
https://boardgamegeek.com/boardgame/140988/elfquest-adventure-game

I think its strength was in its "Epic episodic" nature, where each game followed the theme of a volume of the comic books (and you could follow even if you never read the stories, as the components were well-designed). As the players progressed from one chapter to the next, they gained powers and abilities (or sometimes penalties) carried from one chapter to the next.

[EDIT: Wow, I did a lot of projecting in that first paragraph. My apologies. :) ]

Jet
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Clarification, not a dungeon crawl

I apologize for confusing the context. When I say "hero" I mean a character model specific to the player that can grow to the players play-style which could better suit the specific situation.
Ie. Pathfinder Adventure Cards, Zombicide, and other RPG's use of the word 'hero'.

I'm trying to simulate a race, going from point A to point B in a fantasy setting. I hope to give the players a sense of excitement and nail biting as players reach the end of the line.
In a way Munchkins does this but once a player is halfway to the end you already know who won which is tiresome. I imagine a more dynamic and exciting game.

larienna
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Focus on objectives

You want an adventure game that has the look of a dungeon crawler, but you dont want the feeling of a dungeon crawler.

Maybe you could focus on the objectives of the game. Typical dungeon crawler is defeat all monsters, or reach the boss and complete the quest. Try something completely different:

  • Disturb the fengshui or the rooms in the dungeon by moving around furniture while fighting creatures. When you reach a certain level of bad fengshui in the dungeon, you win.

  • Make it a TV show where each player are competing to get the highest score by killing enemies, collecting power ups, reaching check point first before other players, etc.

From what I remember "Mouse and Mystics" is a story based dungeon crawler game where every "room" is part of a greater story.

Jet
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That could work; I still have

That could work; I still have yet to play a dungeon crawl where I am thrilled to get to the end as a result of completion instead of boredome.

let-off studios
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Thrills, Chills, Spills

Jet wrote:
That could work; I still have yet to play a dungeon crawl where I am thrilled to get to the end as a result of completion instead of boredome.
So what kind of thrill are you seeking? Is it exploring the unknown? Solving a mystery? Enduring the unpredictable and/or dangerous? Earning a tangible reward, like a medal or trophy? Simply escaping alive?

Mechanically speaking, if you have too few objectives, then it seems quite challenging to avoid a linear story/narrative. Furthermore, if the obvious path is directly connected to the victory, then players will tend to stick with and never diverge from that obvious path, because there's no reason to. I think this is the main reason why the phrase, "multiple paths to victory" is drilled into designers' skulls.

But also, it makes me think of a multitude of tactics players can attempt in an effort to attain that victory. If you give a carpenter only a hammer, then he'll treat each construction project like something to nail together.

For example: imagine a dungeon crawler where the player is unable to kill anything. What kind of game would that be? How many different ways to approach the same problem could exist? Which one will the player choose? How much success can they wring from that tactic?

Jet
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Variety is best

I appreciate games with many ways to victory, I think that's why I loathe dungeon crawlers. Most often the player doesn't even have to be present to perform their turn so long as someone rolls their dice.

Too many games coming out are just luck, to kill or not kill.
A fantasy game or dungeon crawler where killing isn't the only option is far from the norm.

Furthermore, board's are generall designed to contain all players so they may grind or have a linear path that may or may not feel like they're truly exploring. Is there a different style of board that could change the way dungeon crawlers are played?

larienna
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Dungeon crawlers is just a

Dungeon crawlers is just a theme you put over your mechanics. For example "Dungeon Twister" could be considered a dungeon crawler from first view, but it is not.

It's an intense puzzle game that burns your brain where the objective is to exit by the other player's end of the maze.

You can keep the die rolling to a minimum, or even use a deterministic combat system which would have combat results predictable before the action occurs. That could lead to situation where the game is very tight and players need to work together to determine the optimal way to use their character for maximum efficiency.

Which means you end up in a kind of puzzle game.

questccg
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Again ... I'm not sure...

larienna wrote:
Dungeon crawlers is just a theme you put over your mechanics...

I think what he MIGHT be referring to are all of those "Miniature" games where the only purpose of the game is to kill everyone from the board. Think something like "HATE" for CMON...

larienna wrote:
It's an intense puzzle game that burns your brain where the objective is to exit by the other player's end of the maze.

I think this is more the type of game he would like to design except I get the feeling that he wants more of a STORY. I don't see the connection between "burning your brain" and "going through a maze" ... But I guess you'd have to LINK an example.

larienna wrote:
You can keep the die rolling to a minimum, or even use a deterministic combat system which would have combat results predictable before the action occurs. That could lead to situation where the game is very tight and players need to work together to determine the optimal way to use their character for maximum efficiency...

That's why I offered up Scythe as a sample game that is combative but not ONLY about killing all of your opponent's army or units (like in some Minis). Generally speaking, I (Personally) find Deterministic combat to suck crap. So you have the higher stats, ergo you win the battle. DONE. Nothing more... Okay maybe you could add some "Take-That" cards to boost yourself or penalize your opponent... Could be possible too... And still be "deterministic" (except from random card drawing...)

To me, I'm not at all CLEAR about what @Jet wants to design... I get what he DOESN'T want to design (Dungeon crawler where you go from one room to another and fight all the creatures in the room). And from that stand point of view, I also believe he doesn't want an RPG either.

questccg
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I'm hoping linear doesn't mean...

Something like "Loot Quest":

Loot Quest Kickstarter page

This a "Roll & Move" dice game... You'll need to explain to us what you mean by "Linear Fantasy" ...? Never heard of this term. Maybe you coined that "phrase" so if this is true, maybe it would be best to "explain" what you mean by that term.

This will not only help myself... But also the other designers who are not understanding what you WANT to design... I think you've made it understood what you DON'T want to make... It's more of figuring out and understanding what it is that you DO want to design.

And of course, that can help point you in the direction of other games, things to read up on, videos to watch, etc.

Let us know where your thoughts are at... And then maybe we can better help you with discovering if something already exists or not.

ceethreepio
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How about ....

"Linear fantasy".

A book.

larienna
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Again, "Mice and mystics" is

Again, "Mice and mystics" is the closest I know to a story based, linear dungeon crawler game.

https://www.boardgamegeek.com/boardgame/124708/mice-and-mystics

Jay103
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Heroes & Treasure. But I

Heroes & Treasure.

But I digress..

If you're concerned about the winner of the race being a foregone conclusion too early, do what Mario Kart does, and give better boosts to people who are not in the lead. Sort of a drafting effect.

Then of course you may have the issue where people try NOT to be in the lead for too long for that reason, which actually leads to some interesting strategic possibilities. As long as you can come up with something vaguely plausible as to why the leader wouldn't get as much phat loot.

let-off studios
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Catch Up, Time Constraints, etc.

Jay103 wrote:
Then of course you may have the issue where people try NOT to be in the lead for too long for that reason, which actually leads to some interesting strategic possibilities. As long as you can come up with something vaguely plausible as to why the leader wouldn't get as much phat loot.
You bring up a great point here. Catch-up mechanics/rubber-banding is a solid tool, and definitely maximized in the Mario Kart games. Making any rubber-banding trump card a unique occurrence or ability, or reducing its effectiveness the more it is used, are ways to attempt mitigation of abuse.

Regarding deliberate plodding: Time limits are useful on the front-end, as well as bonuses for completing quickly. One can also make the middle-ground a desirable area to be instead of first. The game Get Bit! comes to mind, as while there's a lot of rearranging from one round to the next, being in the middle of the pack at the start affords a little bit of flexibility and perhaps a broader range of options when it comes to bidding on future rounds.

(or maybe I just like games where sharks eat people...I dunno)

Jay103
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Again, depending on the

Again, depending on the nature of the race, it might make perfect sense for (everyone) to have some sort of ability that only works against someone in front of you.

And for adjusting based on how far back you are, imagine a targeting missile that needs 200 yards of travel to be able to lock on. If you're not far enough behind, you can't use it effectively, but if you are...

questccg
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Waiting for a reply

Jay103 wrote:
Heroes & Treasure.

I don't think he is looking at RPGs. From his OP, he wants it to be more of a TableTop/Board Game. When the topic of "linear" came up... I got the impression that he might want something like "Loot Quest" (LQ) because it is very linear with Quests and Monsters.

But he hasn't replied concerning that post. So I don't know if LQ is the type of "linearity" he is looking for. Roll & Move is as LINEAR as possible TBH...

He hasn't been back to respond... So I guess we need to wait!

Jay103
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Well, I was just following up

Well, I was just following up on Mice & Mystics :)

Does Loot Quest exist?

questccg
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Yes it exists...

Jay103 wrote:
Does Loot Quest exist?

Apparently so... but you CAN'T buy it even if it is available on "The Game Crafter":

https://www.thegamecrafter.com/games/loot-quest1

The designer has designated this game as 'not for sale' at the present time.

There is also a WEBSITE for the game too:

http://www.loot-quest.com

So the game DOES EXIST and was SOLD at some point in time... But currently it is "unavailable" ... perhaps if you REALLY WANT the game you could send an e-mail to them... IDK.

Cheers!

adversitygames
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Jet wrote:But I run into the

Jet wrote:
But I run into the issue how to generate a board and game where it feels dynamic yet not like another dungeon crawl or a dice fest. Dare I say, a Euro-game with combat?

Examples of games relative to this would be helpful and so would insight on what you would expect out of a game like this.

Dungeon Lords

It has combat, but it's not high-risk dice-rolling combat. You recruit your monsters with a kind of worker placement mechanic. When you fight they do X damage to opponent Y, you need to use them in the right order to counter the types of heroes invading your dungeon. It's more of an abstract puzzle game than anything that feels like a fighting game.

You could take off the thematic side and make it something more euro-style and never even notice it was once a combat mechanic.

questccg
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Very clever!

adversitygames wrote:
Dungeon Lords

It has combat, but it's not high-risk dice-rolling combat. You recruit your monsters with a kind of worker placement mechanic. When you fight they do X damage to opponent Y, you need to use them in the right order to counter the types of heroes invading your dungeon. It's more of an abstract puzzle game than anything that feels like a fighting game.

You could take off the thematic side and make it something more euro-style and never even notice it was once a combat mechanic.

Well I definitely agree that "countering" sounds more like a Puzzle than it sounds like Combat. And so I would say that this might be more in-line with the original idea which was thematic, euro and some combat.

Worker placement is very Euro... and if you need to "respond" to a threat... Like in Area "A", there is a Opponent "Y" and to counter you need to place your unit "X" ... That to me sounds like a typical Euro ... especially if the board is SHARED! Then you can block off an opponent from the OTHER players too... Like maybe you get some kind of reward for countering.

And if that is YOUR "Combat" mechanic... To me this sounds very much like a Euro with an "Easy-going" combat mechanic which is all about Worker Placement and Area Control. Neither of those mechanics sound like "combat" ... But in the presented context ... could work out to a very Euro-way of modeling or simulating combat.

Definitely insightful as an example!

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