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Light Weight Dungeon Crawler

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larienna
larienna's picture
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Joined: 07/28/2008

I just had an idea yesterday about a light weight dungeon crawl idea that I would like to share. I got some inspiration from Death Angel card game for the card system.

http://www.boardgamegeek.com/boardgame/71721/space-hulk-death-angel-the-...

and the dungeon tiles will look similar to dungeon crawl

http://www.boardgamegeek.com/image/715628/dungeon-crawl

Except that the tiles will not be divided by movement squares, but rather by room and corridors.

Since the game will be cooperative with no game master, it will be easier to have a mechanic that moves monsters if the tiles are divided as room rather as movement square. The map will be created randomly as the player explore the maze.

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The core of the game is done with action cards. Player can either move, rest or play a card. Movement consist in moving to an adjacent room or corridor. The more monster in the room, the lower are the chances to succeed. Resting allows you to recover cards and reshuffle your deck.

Your action card will be a custom deck of action and spells. Probably a thin deck like 20-30 cards would be the best. Some basic cards always get reshuffled while other cards are discarded after use. It requires a rest action to place these action back into your deck.

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Monsters will be represented by cube and disk of various color. Each color is a family of monster. The family will changes from a maze to another according to the difficulty of the game. Monster occupy rooms and corridors and may move to adjacent rooms if occupied by the players. Door size determines the amount of monster that can move in a turn.

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I am not sure if there will be level upping and equipment purchase. I want to keep the components low. So it's impossible that your level will increase the power of your action, but you will not get new actions. The configuration of your action deck will make your character unique. Equipment will be determined by you character, maybe it can be upgraded with gold, but you cannot change equipment. Maybe there will be expandable items that can be purchased.

What I do not like in level up is that more powerful character, means that you will need more powerful monster. Which creates an escalation of strength which does not change anything on the probability level ( I do more damage, but you have more HP, so does it really matter?)

The only alternative would be that stronger family of creatures could have more nasty special ability and effect which requires much more strategy from the players to succeed. So the additional stats power up will help.
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Now with a system like that, I remove almost all the tactical layer of a dungeon crawler and replace it with the action cards. The problem is that I think that the "Strategic" part of a dungeon crawler IS the tactical layer. So if it get's removed or reduced, I must add something else to the game.

It's that something else which I am not sure yet.

Right now, it would only be a kill all monster game which runs faster. I first though that there could be various kind of objectives: Time limit, capture the flag type of game, etc.

Or, If I include level upping, there could be something that could be achieved over multiple games. For example, bring your character to the highest level until it dies. Since games will be shorter, it might be easier to define goals that must be achieved after multiple games.

In order to make the game more accessible, I would really like to have a game that can be played out of the box with almost no character creation and optionally have the option for a campaign mode.

kos
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Joined: 01/17/2011
I would play it

I'd play a game like this. I enjoyed the good old Hero Quest and such games, but I like the idea of having a customisable deck of cards rather than a class+dice. It's the old "class-based" vs "skill-based" rpg discussion, and I think the customisable card deck could be used very well to represent a skill-based rpg.

As for levelling up, you could do that through the use of advanced cards vs basic cards. Essentially you create a skill tree with the different level cards. E.g. A starting character can take any combination of basic action cards, one of which is the Melee Attack card. After completing an adventure, he can add 2 "Advanced" action cards, such as the Cleaving Attack. After completing a campaign, he can add 1 "Master" card such as the Vorpal Attack. This gives the player the feeling of advancement because he gets better cards in his deck, and also gives the player a feeling of control over how his character specialises their skills.

For the "quick character creation" version, just shuffle all the basic actions and deal X cards to each player as their starting deck (i.e. random character creation). At end end of each adventure, you can discard up to 2 cards from your deck and add up to 2 basic cards (within some min and max deck size). So you don't have to keep the same number of cards in your deck, and you can gradually specialise (or generalise) to suit your play style.

As for strategy... I'm not sure that there is much (if any) strategy in a GM-less dungeon crawl. Even less in a randomly generated GM-less dungeon crawl. With a GM, you have the players vs GM interaction. With a pre-set scenario, you have the players vs the scenario designer interaction, where the enjoyment for the game is influenced to a large extent by the skill of the scenario designer. But in a random scenario without a GM, you have neither.

So you can focus on players vs "the system", or player interaction. Player interaction can be encouraged through a combination of group and individual rewards. E.g. If the players win the scenario everybody gets 100 gold, but if you grab the magic sword you get to keep it regardless of whether the players win. Another player interaction tool is the use of combos. E.g. To open a particular chest requires the use of the "Logic", "Climbing", and "Lockpick" actions in that order, the cards can be played by any combination of players, but the player who plays the final card gets all the loot. That's where you find out who your friends are.

As an aside, and it may be completely irrelevant to your game, but I was imagining a system where traps (and even monsters) are randomly generated. Each dungeon has 3 types of traps. At the start of the adventure, deal random 2 action cards to each trap type. These are the actions which a player must perform in order to beat the trap. During the game you just generate traps as type A, B, or C. For example, in this dungeon all the A traps require lockpick and notice, while all the B traps require climbing and dodge. Thus each dungeon is unique, but it simplifies record keeping and keeps the number of different types of tokens to a minimum. Same system could be used for monsters; rather than pre-set monsters you randomly generate 3 different monster types for each dungeon, so you only need 3 different types of monster tokens to put on the board. As a further opportunity for player interaction, at the start of the dungeon players can add cards from their deck to the random traps / monsters. So if I am a master thief with lots of Lockpick cards in my deck, I add a Lockpick skill to Trap type A to make it harder for the other players and thus more likely that I get the loot instead of them.

Regards,
kos

larienna
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Joined: 07/28/2008
Thank you for the comment. I

Thank you for the comment. I posted the same thread on BGG and in evolved in a direction of it's own.

http://www.boardgamegeek.com/article/6589371#6589371

Many new ideas have been found that I will sumarise here:

- It will be a dungeon crawl were each character are wizard and must use their magic wisely to succeed. So all characters are weak physically.

- Cards will all be spells that will have various kind of effects.

- Player can power up spells up to level 5. When they do so, they roll 1D6, if they roll lower than the level, they lose 1 mana. So it's a push your luck mechanism.

- spell cards have 2 functions. Using them has focus can increase the stats of your character but reduce your hand size.

- Monster Damage is like in death angel card game: Roll 1D6, if value lower-equal nb creature, take a wound.

- The theme is beign changed to a gladiator arena theme. Players will need to find the exit and fight monster on the way. They will have to hurry up a bit because every turn, new monsters get pushed into the dungeon.

- The map will be changed for only rooms without corridors like in "The legend of zelda" or in "Dungeon Quest". To see inside a room, you will have to enter it. You will have zelda like stuff, like kill all ennemies to unlock a door or doors that close behind you.

So this is the new developments. It seems pretty interesting.

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