Skip to Content
 

Is there already a Dungeon Crawl with this twist?

8 replies [Last post]
Shoe
Shoe's picture
Offline
Joined: 12/21/2012

So, I know dungeon crawl games are a dime a dozen, but I had an idea the other day that I really liked and wanted to throw out to see if anyone knew of a game that already did this.

Picture a classic dungeon crawl game, but instead of there being 1 character per player and a GM like player, what if players could control pieces from either side and didnt care about advancing a character, just about earning XP by killing stuff.

They could activate monsters, pc's and play cards for any unit they activated. Once a player activates a character, it would stay under thier control until it died or they take an action to relinquish it.

Each time you kill a piece or earn XP or somesuch thing you get points...the major mechanical difference being that you are neither adventurer or GM, but a little of both

TwentyPercent
Offline
Joined: 12/25/2012
RE: Dungeon crawl with a twist.

I like that idea a lot, shoe. Maybe spend a turn taking an action with whatever they want to for that turn, be it a monster or a hero, and they could gain experience (which could be in the form of cards), which could be used on subsequent turns, regardless of the unit they are controlling that turn.

It would definitely be a different form of adventure. Sounds like a good idea; keep it coming.

questccg
questccg's picture
Offline
Joined: 04/16/2011
How do you WIN?

Hmm... My question to you is: "How does a player WIN the game?"

If the game is centered around gaining experience, is that enough?

And is it the same to kill a "monster" and a "hero"?

Is the game cooperative or are players playing against each other? I know you said you control a character and it remains under their control until it dies (or is relinquished).

Just some questions... Because I have worked on a Dungeon Crawl and shelved the project. It didn't have the appeal I was going for and another project came and took it's place (in terms of priority).

Shoe
Shoe's picture
Offline
Joined: 12/21/2012
The idea stems from me

The idea stems from me noticing that most dungeon crawls still contain a method of player elimination.

The idea would be to gain the most experience by the time the game ends (on a timer maybe or when one side or the other is killed)

The goal isnt for a side to win, just to kill the most stuff, the working title is "Dungeon of Frag Mountain", so the game will be a bit toung in cheek focusing on fragging anything that moves regardless of monster/party member status.

I haven't gone very far into the game's design yet, because I know dungeon crawls are done quite often, but I also think i can do it in a way that hasn't been done before.

I dont want to waste time rehashing a game that already exsists too

silasmolino
Offline
Joined: 02/01/2013
Potential issue

I would move all my characters into possistion to be killed by my other characters, then gain XP.

I can't imagine playing both sides of the field (monsters and heroes).

questccg
questccg's picture
Offline
Joined: 04/16/2011
Either or

silasmolino wrote:
I can't imagine playing both sides of the field (monsters and heroes).

I think the concept is to CONTROL either of these units (Heroes or Monsters) and rack up the MOST XP... So players will challenge their opponents with the stronger units. The question is how do units SPAWN onto the board and more importantly how do you decide which player gets which unit...?

TwentyPercent
Offline
Joined: 12/25/2012
RE: Either or

Instead of controlling a unit until it dies, which would more closely mimic the standard fantasy/adventure board game, how about each turn, you cannot control the same creature you controlled last turn? That would spice up the game and force players to not stagnate a single creature but force the game to play in multiple directions.

A theme could be heroes are running through a dungeon to gather treasure or slay the "evil" monsters (in their own territory, no less... monsters that have done no harm to anyone), but the players are playing the monsters and trying to trap and defeat the heroes by scaring or forcing them out of the dungeon? This could be a tongue-in-cheek game where the "heroes" are actually made out to be the bad guys, and the monsters are just innocent creatures who are misunderstood. The heroes could be AI controlled (like Defenders of the Realm or the D&D board games).

Anyways, just some thoughts.

Shoe
Shoe's picture
Offline
Joined: 12/21/2012
Yeah I have some ideas, but I

Yeah I have some ideas, but I haven't fleshed the game out much because I want to be sure something like it hasn't already been done.

Is there a game like this already out?

TwentyPercent
Offline
Joined: 12/25/2012
I don't know of any board

I don't know of any board games like that; sounds like a fun idea. Run with it!

Syndicate content


forum | by Dr. Radut