Heihei,
Have been lurking for a while here and trying to read as much as i can, trying to figure out what to do with my game. : )
I hope this sub is alright for this kind of question.
Also sorry if my English can be a little bit off and explaining hectic, not my mother tongue.
To the problem:
I'm trying to create a game of "hunt", where you play against the deck being one of the hunted. 2-4 players.
You choose a character (no special attributes) at the beginning of the game and then start drawing cards from the deck. These cards can be advancing cards (to the exit), to food (healing), bonus cards (to avoid/help something), hunters/traps (lose health), etc.
Your character has 6 hitpoints (why i chose 6hp was because a dice has 6 sides and it is easy to keep track of your HP with it - not crucial in anyway).
The point of the game is to get to the exit, winning a round. Now here come's the scoring/winning problem.
Let's say that player A died, but player B was two rooms away from winning - should he win the round or continue to play until he can exit? And only if you exit - you win a round point (to win the game you need X amount of round points). Should the round then restart? Otherwise game is over and nothing happens. But i dislike this idea since the game is fast and it can be not so fun to a more casual player to die all the time.
Lose the round system and try to focus on one gameplay?
I have thought that maybe 1HP can present that you are knocked out and the game still goes on towards to the goal? But at the same time, then the hitpoints lose their point? : D
I have also thought of having a "hunting lodge" for a way to end the game, if i would go with the knockout route. In the "lodge" there would be stationary "hunters" and if they fill some kind of goal, the game is lost. Should maybe there be no round points, but also a winning "lodge"
for example; the party has gained X items to advance?
There also comes this problem that the game can be quite fast and end really quickly combined with randomness.
This game i would like to think has some roguelike elements (death rate is high, randomness).
So question maybe is this, how to eliminate (not all of it, but a little bit of)randomness in such game?
What mechanics should i add in this situation to make the game longer, maybe even add a hint of strategy inside?
In the end i would like to implement also a hint of "dnd" dice success rolling also into it.
Wall of text : )
I hope i could explain it, if you have any more concrete questions i would like to know!
Cheers,
hugo
Eamon, big thanks for this insightful answer. : ) Greatly appreciated!
I read your randomness article also, good stuff!
With the DND i actually just meant the dice rolling success? mechanic.
But a lot more simplified for example: Camp card comes from the deck it says "Roll 1-3, you find so many items/food from the camp, 4-5 you get nothing, 6 you sneak around the camp - draw next card."
I will try to explain my games theme a little bit more (this is one of my first serious attempts to design something playable - so keep in mind this is very work in progress : D). I recently got myself Tabletop Simulator and that just gave me the kick to pursue the dream of creating a cardgame (i am an avid gamer overall both pc/board). Since it is quite good to playtest your ideas fast and easy (and the amazing feeling when you play out your ideas, a m a z i n g.)
You play as an animal (rabbit, boar, deer, fox, etc.) Game starts: everyone selects an animal he/she wants to portray. Every animal has 6 hitpoints. You have been spotted by hunters (classical englishman currently) and you start to escape.
The main (and currently the only) deck is the forest. You have to escape deeper into the forest, escaping the dangers what lurk there. Traps what hunters have left, starvation, hunters themselves etc.
Players start to take cards.
Rabbit takes a card, bam, it is a trap - he loses 1hp.
Boar takes a card, gets turtle shell bonus card, he can keep it. It acts as a extra hitpoint.
Rabbit takes a card, it is a forest card - this card counts as an "exit point?", for example if rabbit has drawn 10 of these cards he has reached into deeper into the woods (and gains somekind of winning point - this is the place where i hit the wall, because if one player gains this one point, should the other continue? but playing it alone to the end/until you die/reach out to the forest can be quite tedious.)
Boar takes a card, hunter card - he shoots you (roll the dice 1-4 for damage, 5-6 escape.)
Does this gameplay run-through maybe help to understand this thing a little bit more? : D Do you think it is plain? I mean, it is quite simple and robust. But i like these kind of games, where you just don't know what will happen next, it will give some sense of adventure. But still, i would like to have a possibility that the player can "nudge" hes or her fate? Currently you have minimal and straight forward decisions that may help you and you can't prepare/think what would happen next.
To clarify the deck keeps always going, if the main deck is out of cards the discarded pile is shuffled and the adventure continues.
My main problem is i think, that i don't know how to end the game then perhaps? I mean, i have it there - get out of the woods or die. But i don't know how to extend it.. ? Ugh, it is quite late my brain is already "jam". So this sentence maybe didn't make any sense at all. :d
The point gathering what you suggested is a good idea.. a la, upgrade it for your hp, to survive more?
And if i might say it didn't give like a sense of "endgame"?
If i think about it can be also quite good that it is fast, because you are running for your life to escape? And it has quite nice tension effect.
Anyway, Eamon, really big thanks for your answer! These thoughts go def, behind my ear. : )
edit // 06.01.17 //
I will compile the list of cards that i have currently.
Main/win cards
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10 Forest - advance/gain one point towards deeper into the woods / you need to have "visited" this kind of card at least 10 times.
Positive cards
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2 Camp - originally this was gain +2HP, then i re-designed it to work with dice. Roll 1-3 heals that many HP, 4-5 nothing, 6 sneak around the camp draw the next card.
4 Food - gain +1HP
2 "Cherrybush" - everybody +1HP
1 The river - everybody +2HP
Action/event cards
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2 Destiny - you get to choose who draws a card, yourself included
2 Sense of hearing - you hear a sound, you can look the top card of the deck and decide if you want to draw it or not
2 Sense of smell - you smell something, you can look three top cards of the deck and arrange them as you like
2 Speed - draw another card
3 Storm - player bonus cards get mixed/exchanged
Bonus cards
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1 High intelligence - you can use it if there comes a hunter or a trap, you can avoid them.
1 Bush - you can hide yourself inside the bush when a hunter comes, or group hunt card.
1 Kick - you can kick other player infront of a danger (trap, hunter)
1 Thick skin - this counts as an extra hitpoint
2 Water of life - you don't die, you come to life with 1HP
(this card i actually threw out, because it kind of lost the point when i thought of knockout)
Bad cards
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5 Trap - You lose 1HP
4 Grouphunt - Everybody loses 1HP
2 Obstacle - you pass this turn.
1 Hunting tower - roll the dice 1-3 lose HP, 4-6 avoid.
4 Hunters - roll the dice 1-4 lose hp, 5-6 avoid.
2 Tracks - this is a new card what i havent quite tested yet, but it works as the same mechanic as the forest, if you have pulled the second tracks card the hunter finds you (because he picked up your tracks).
The amount of hunters/grouphunters depends how many players are in play.
You can only keep one bonus card, but for example if you draw another bonus card you have the option to replace it.