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Exploration mechanic in regard to movement on board

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devaloki
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(please delete this thread mods thanks)

RyanRay
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devaloki wrote: Your

devaloki wrote:

Your "exploration" stat could give you more of a chance to get the result you want. So for instance 1-2=1d6 3-4: 2d6 choose one result 5-6: 3d6 choose one result.

This is the part that sticks out to me as being a cool, intriguing, engaging mechanic.

I'd suggest that, to add to the sense of danger in certain areas, make it very likely, almost inescapably-so, that you will encounter strong monsters or have something bad happen to you. Have something that's at least slightly luck-based to get out of the high-danger areas.

The Chaz
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...

>I don't want to streamline it too much as I want the sense of adventure and danger to be present when players move around the map away from the safe central area

I'm not sure that "streamlining" it will have any negative effect. On the contrary, if you don't shorten the [roll, check table, use abilities, possibly reroll] sequence, you risk losing whatever thematic grip you have on the players.

Why not just have a stack of tiles that corresponds to the room you're in, or how close/far from whatever milestone?

So when you move into the yellow zone, you flip over a tile from the yellow pile. This pile would have carefully balanced number/type of enemies, events, [blank] tiles, etc.

The benefit of this is that, when I move to a space, I flip over the top tile and see what's there. You could have conditional information on the tiles: e.g. The tile shows (6/3) zombies for players with exploration of [less than 5, 5+].

devaloki
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The Chaz wrote:>I don't want

The Chaz wrote:
>I don't want to streamline it too much as I want the sense of adventure and danger to be present when players move around the map away from the safe central area

I'm not sure that "streamlining" it will have any negative effect. On the contrary, if you don't shorten the [roll, check table, use abilities, possibly reroll] sequence, you risk losing whatever thematic grip you have on the players.

Why not just have a stack of tiles that corresponds to the room you're in, or how close/far from whatever milestone?

So when you move into the yellow zone, you flip over a tile from the yellow pile. This pile would have carefully balanced number/type of enemies, events, [blank] tiles, etc.

The benefit of this is that, when I move to a space, I flip over the top tile and see what's there. You could have conditional information on the tiles: e.g. The tile shows (6/3) zombies for players with exploration of [less than 5, 5+].

Hi Chaz, thanks for the input.

"if you don't shorten the [roll, check table, use abilities, possibly reroll] sequence"
Actually it's just roll and check table then resolve. And only certain named locations would require a roll, most spaces are unnamed and thus require no roll.

The tiles (perhaps cards instead too?) idea is very cool and one that I had thought of using before as well.
The idea you had of certain tiles being worse for players with lower exploration stat is very cool too and I may implement in the system somehow too.

The only issue I have with using tiles/cards for named locations is thus:

1. I want some named locations, even within the same region (important note: there are 5 regions in the game, the players start at a safe central space and then venture forth into the different regions from there), to have different possibilities of what could happen. For example, ones further away from the central spot have higher chance of more difficult encounters/events/monsters spawning occurring. Also some locations could have their own unique special event that occurs if you find it. I don't know how one could use a deck of cards/tiles for all the named locations in the region to convey a sense of danger that increases as you get further away from the central area. The reason the players are going further away is because, in short, there are bosses at the end of each region.

and

2. There are already enough decks of cards that are probably going to be in the game in the end as is (for skills, magic, etc...) and I think that having a deck/tiles for each region (5 in total) might be too much. "A Touch of Evil" did that for it's areas and I didn't enjoy that game that much.

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