Think dungeon crawl, you are the hero, you gain levels, you work to defeat monsters, you collect gold. Nothing too out of the ordinary.
Now think, one person has to be the DM, the Game Master, the Dungeon Keeper, the monster mover, the whatever you want to call it.
I have some unique elements to the game and will disclose them later (Holding off now not because I want to be secretive, rather not enough time or room to write right here.) but what I am looking for as far as help is ideas of how to make a dungeon crawl more about wise use of ones skills and less about glorifying the guy with the most magic weapons and strength. I want a game where the wizard is not only useful because of his fireball or his healing, but rather making tasks like lighting a dark passage way as important and fun as killing a dragon.
So in short, what skills or dynamics might be introduced into a dungeon crawl to help take the fun and focus out of only killing monsters (That will still be fun too) and more on using ones skills in a clever way?
Here are some of my solutions:
Award Experience for doing necessary tasks that are taken for granted, like healing. The closer to death someone is the more experience you will get for saving their behinds.
Putting more situations in the game that will kill the fighter-esque characters easier than the wizard type characters.
Skills that let you roll with your teammate in certain situations to give you the feeling that you contributed and were necessary in the completion of a task.
I am open for input...
Getting lost is an interesting idea, maybe hard to implement but I will think about it.... I thought about it and know how to do it! Where a door is in a normal dungeon crawl the next room is right next to it. I am going to have it that a player makes a roll when leaving a room and has the chance of finding a side tunnel and coming out either where it lead originally, a different explored room, or somewhere else all together.
If they end up somewhere else they may lose a turn or two before they come out right. Characters with higher intelligence will be able to navigate better.
Also if the group stays together then I will let them add to each others roll when navigating. Hence making them want to stay together.
Monsters wont get lost, but may sacrifice a turn or two to "warp" from door to door. This will be equivalent as to using their many short cuts.
There will also be doors with intended confusing tunnels which will force the characters to roll higher when navigating.
I love the idea, you don't mind me using it right?
Now on to Simons comment:
I think making other situations just as dangerous as combat is the way to make it more strategic indeed. I am going to make finding light extremely important. If you can't see I am going to make it so that even the toughest warrior will just be stabbed in the back and die easy enough. Hence a wizard with a spell of light is more important than a wizard with a fireball spell.
Swimming important. You have too much armor on... well better take it off so you don't drown. Hence making weapon beefs something hard to do.
Eating... I don't know, hard to manage sometimes. Just one more thing you have to keep track of and the game play isn't suppose to represent more than a 3 hour period of time in real life. How much do you need to eat in 3 hours?
There are already traps in the game that focus on killing strong dumb characters easier than quick smart characters as well, so unlike most dungeon crawl games the traps are extremely troublesome and will have characters wondering whether or not there are traps. So the warrior character will never want to just rush into a room because he is afraid of getting hit by poison darts and the rouge is afraid of rushing into a room because it is dark and the wizard is afraid of rushing into a room because of the monsters.
Any other ideas? You have given me a lot of food for the fire! Thanks!!!