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This place is for ideas, and discussion about those ideas.
This is all just idle pondering while I wait for Tass to tell me DG4's complete enough to start building upon this idea.
Ideas so far:
-Much, much randomization. Potions can yield good, bad, and random effects. Even stepping on trap plates can yield unpredictable results, such as opening a treasure room, or dropping a den of monsters on your head. (Tass: Dubious merchants with random lists of items, possibly discounted, and possibly cursed.)
-Many pre-dungeon options. Fetishes, perma-loss, starting state (Standard DG or lower), NPCs/Players to tag along.
-Finding your lost character within the dungeon and getting them back. Death isn't always the end. Even when it is, a second adventurer can possibly bring your old character back to life should you desire it.
Dungeons get harder the deeper you go, despite player growth. I'll initially design dungeons to have an end point, but the general idea is that dungeons deeper down become increasingly dangerous and less likely to survive in.
Things to Ponder:
-Experience. Normally handed out at a GM's discretion, it must obey some sort of system in the roguelike version so that the characters who make it farther get stronger at a consistent rate. Characters should be strong enough to face danger as things get tougher.
-Random Loot. Handling Materials will be easy. Equipment however, is a different story. Must ponder how finding random things around ye roguelike dungeon can be fun and interesting.
-All of the random effects. All of them. There needs to be lots of randomization for all elements, but there must also be balance between the random effects. If the worst effect of a potion is instant death, and the best is a second life (1UP, essentially), the instant death will end your adventure immediately while the second life just means you can die twice. Entirely possible if you end up in a bad situation, which makes the bad result hold more weight than the good. All random effects must allure you as much as they scare you.
Must be lots of results as well, for potions, traps(pressure plates, trip wires, etc), and for interactive environment objects(glorious buttons and shrines). It should be fun to even step on a pressure plate for the hell of it and see what happens instead of always assuming rocks fall and everyone dies.
Playing Without a GM, even Solo. Dice will have to handle all of the bad things that can possibly come the player's way. Must make it as simple as possible.
Players without a GM need an available list of various creatures that is easy to access and easy to understand.
-Must ponder for more things to ponder. Hurr
This is all just idle pondering while I wait for Tass to tell me DG4's complete enough to start building upon this idea.
Ideas so far:
-Much, much randomization. Potions can yield good, bad, and random effects. Even stepping on trap plates can yield unpredictable results, such as opening a treasure room, or dropping a den of monsters on your head. (Tass: Dubious merchants with random lists of items, possibly discounted, and possibly cursed.)
-Many pre-dungeon options. Fetishes, perma-loss, starting state (Standard DG or lower), NPCs/Players to tag along.
-Finding your lost character within the dungeon and getting them back. Death isn't always the end. Even when it is, a second adventurer can possibly bring your old character back to life should you desire it.
Dungeons get harder the deeper you go, despite player growth. I'll initially design dungeons to have an end point, but the general idea is that dungeons deeper down become increasingly dangerous and less likely to survive in.
Things to Ponder:
-Experience. Normally handed out at a GM's discretion, it must obey some sort of system in the roguelike version so that the characters who make it farther get stronger at a consistent rate. Characters should be strong enough to face danger as things get tougher.
-Random Loot. Handling Materials will be easy. Equipment however, is a different story. Must ponder how finding random things around ye roguelike dungeon can be fun and interesting.
-All of the random effects. All of them. There needs to be lots of randomization for all elements, but there must also be balance between the random effects. If the worst effect of a potion is instant death, and the best is a second life (1UP, essentially), the instant death will end your adventure immediately while the second life just means you can die twice. Entirely possible if you end up in a bad situation, which makes the bad result hold more weight than the good. All random effects must allure you as much as they scare you.
Must be lots of results as well, for potions, traps(pressure plates, trip wires, etc), and for interactive environment objects(glorious buttons and shrines). It should be fun to even step on a pressure plate for the hell of it and see what happens instead of always assuming rocks fall and everyone dies.
Playing Without a GM, even Solo. Dice will have to handle all of the bad things that can possibly come the player's way. Must make it as simple as possible.
Players without a GM need an available list of various creatures that is easy to access and easy to understand.
-Must ponder for more things to ponder. Hurr
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