Hi guys and gals!
I've been working on an RPG board game lately and I need some help.
It's a push-your-luck type game where you explore a dungeon that has different level area's. Low level has easy enemies but low rewards and crappy loot, high level has challenging enemies but good rewards and valuable loot. So far, there are 3 levels. Loot are items that can be used for a bonus effect (IE 'Potion' to recover HP) or sold for more money.
Players become better at defeating enemies by upgrading their equipment that they buy with the money they are rewarded. (Weapon, Support Item, Armor and Accessories) This way they can take on the stronger enemies.
Items that players can buy are displayed in a 'Market' with 4 open equipment cards on the table.
So there are two elements that need to be scaled along with the strength of the player: the equipment and the loot.
Now, the most obvious way to do this is having different equipment and loot decks and more markets that contain ingcreasingly powerful items. This has one undesirable effect though: your table becomes cluttered with different decks and markets laying around. Cards everywhere! I really want to avoid this!!
I need help with finding a better, more space-efficient way of having more powerful items in this game. I've considered making Items "stackable" so you just add more stuff instead of replacing it with better stuff (much like a tableau-building board game), but that has issues as well. (and it's not really realistic when you're running around wielding 4 swords and 2 armors). What other ways are there???
I would really appreciate suggestions or references to existing game systems!
Thanks!
Thanks a lot for your elaborate reply!
I've been playing with the idea of deckbuilding, mostly because of Mage Knight, that has an excellent way of combining RPG with deck building. However my preference doesn't go to designing a deck building game.
Your idea of playing as a PARTY of characters actually gave me inspiration to a new idea:
Instead of buying equipment and items for 1 character, you buy/hire more characters! All characters have their benefits, one contributes to the offense, one contributes to the defense (some do both), some have special abilities like healing, others give more power to certain types of characters etc. etc. a lot is possible!
This way you avoid that "running around with 4 swords and 2 armors". The further you get into the game, the bigger your party becomes and if you play it right, you can get combo's between different characters and get more value out of the individual characters. I will definitely play around with this concept!
So thanks again for your ideas, I might implement the idea mentioned above, but I'm curious as to what other people can come up with :)
EDIT: This doesn't solve the problem of LOOT becoming more valuable over the course of the game without having multiple loot-decks. (not saying it's out of the question, but I really want a more elegant solution).