Looking for some out of the box ideas for how to incorporate a Big Bad type character in my press-your-luck dice game. The character is the ghost-owner of a haunted manor--let's say the patriarch of the family who haunts the house along with you, other ancestors also haunting the house. Your job is to scare all intruders who enter the house. You do this by rolling dice to meet or beat the values on the intruders. If you suck at haunting, Big Bad evicts you and kicks your ghostly butt to the street. The Big Bad is kinda too absent from the game--he's in the background (almost strictly narration and a couple artistic nods), and I would like to make him more of a direct impact on the game. The impact can be immediate or delayed. I have attempted to make end game scoring effects which the Big Bad can affect each time certain condition(s) is met. Some concepts include:
1) No effects are revealed at the start of the game. Reveal a new negative end game scoring effect each time the condition is met.
2) Reveal all negative end game scoring effects at the start of the game, but they don't affect until a condition is met. Each time a condition is met, one of them is activated.
3) Reveal positive scoring effects only. Each time a condition is met, one of these is removed from the final scoring.
4) All effects start as positive (adding points) and are revealed, but each time a certain condition is met, Big Bad flips the condition to a negative impact (losing points in some way; the opposite of the positive way).
Also, is there something Big Bad can do in between turns? I am thinking like how Dr Lucky roams his house programmatically for you to try and kill him. Currently, the intruders move per some AI procedures. Can Big Bad so something similar without too much fiddliness?
The one thing that the Big Bad does currently is end the game after conditions have been met so many times. However, in this regards, Big Bad is just an "menacing" end game trigger (this one does exist). I would like something more. Do I need more?
My only constraint is that thematically, Big Bad is more or less punishing, hence the leaning towards negative impacts. I did try a Clank-style player elimination, but that wasn't met to favorably.
I look forward to your ideas and suggestions. Thank you!
Mark
Thank you for the ideas. I think I prefer to have effects that happen during the normal game play rather than at the end. The latter situation gives some uncertainty and hopefully some suspense to the outcome. However, figuring out the end game results could detract from the satisfaction of the game, in addition to any effects that simply detract or subtract from what has been accomplished (II agree with Frank M's "loathe" comment). I think having something more immediate would be more thematic.
I know I haven't given lots of details, but bear with me for the moment. What if the Big Bad hangs out (sleeps, haunts, etc.) in a random room. If an intruder is scared into that room, that triggers the effect. Then the Big Bad moves to another room. However, this situation does not necessarily drive the game to the end like I mentioned previously. Rather, it simply changes up the game state a little bit, including some scoring impact (or other game state impact).
In this idea above, I think I would need to have "unequal results" ... because setting everyone back the same amount doesn't really move the game in any direction. It would be a non sequitur. Rather, the Big Bad would take its anger out on the player that or has the most/least Right now, the only resource that's really in play is ectoplasm, which is deposited each time a player scares an intruder. Could the Big Bad scare the intruder one additional space, but end the player's scaring (still scoring points).
Do you think that this would work best if the location of the Big Bad was known or unknown? What would be the best way to hide/reveal the Big Bad's location? Or is this simply known by the players at all times?
Mark