I am at a very early concept stage of a game in the dungeon crawl vain, but one aspect I'd like to have is a board made of randomly generated tiles as play progresses and players explore. I'm toying with various combinations of card and/or counter systems for the generation itself ... what I'm mainly pondering is a system to have board pieces connect and which is best. My few ideas so far -
Loose: Tiles are simply laid in place and hopefully sturdy enough not to easily get jostled around, obvious flaw is they quite possibly will in play.
Jigsaw: I've seen a few that do this, one of my issues is the appearance/aesthetic of the tiles, Shadow of Brimstone seems to do it really well, but Castle Ravenloft's tiles just look like ... well big jigsaw pieces.
The Loose Jig: Think Advanced Heroquest, some parts of the board interconnect via the jigsaw method while others are laid loose.
'Plastic' Clips: This idea has mostly stuck with me, but I can see issues with it. The idea is mostly to have doors double as clips for two board sections via a small insert in the base (I believe Warhammer Quest did something like this? There variations like set of floor tiles, some rocks, or scattered leaves for different environs ... think the base of the door without the door itself). The issue being the durability of the clip itself (I think by its very nature it tends to be flimsy due to the gap where the board section would clip in) as well as possible wear on the board tiles themselves where the clip is attached.
I'm not sure if it has been done better since than but I do remember many of the boardgames of my youth with interconnecting card and plastic pieces ended up having surface of the card peel away ... making the piece look horrible and tatty.
Any suggestions on the above approaches? Or maybe some approaches I haven't thought about in this area? Good examples of games that do this well?
Absolutely, at this point I'll just be going with gridpaper and cereal boxes to make some loose tiles, I was thinking I would need to plan ahead, as the various options can offer two ways of randomly generating and building up the board.
Which I think is where my problem with the jigsaw method lies, in that it takes away from the exploration abit (you know which ways you can go off the bat, which ... sounds like a good thing, I'm not sure how to describe what I'm going for)and makes the sort of 'whats beyond the closed door' gameplay I want to go for trickier?
If there is a secret door, you know it is going to be attached to point A, B or C ... and if A & B are already taken and this tile doesn't have a C exit we know we can skip searching this tile.
I mean yeah, I can see where for certain players this would be good, but it loses something on another playstyle I'd like to aim for.