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Subject: Things you would like to see in a dungeon crawl? rss

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patrick somers
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wyandotte
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Hey hey. Some friends and I were playing some various dungeon crawl games. And have toyed around with the idea of maybe trying to create our own game or heavily modify some existing rule sets. What would be some things you wish were in existing games? Mechanisms, lore, theme... Etc etc. trying to crowd think and brain storm some ideas and concepts. Thanks!!!
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Wesley M
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Harry Potter.
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Adam P
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Skeletons.
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Christian Kalk
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A "puzzle" element. Doesn't have to RPG-deep or difficult, just something beside Explore/Kill/Loot/Level Up. Part of the challenge should be in deciding when to fight through, and when to take the advice of our hero, Brave Brave Sir Robin.

Straight Hack'n'Slash can get dull, since the character builds typically become more important than how well you play.
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Something more to do than just slaughter endless monsters. I like the genre, but it just gets old and boring to keep doing the same things as Hero Quest, just in more complex and fiddly ways.
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secoAce -
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* Modular tile maps
* DM-free
* Single-character solo playable
* Quests (meaningful mission-oriented dungeon crawling)
* Traps, obstacles, NPCs, etc. -- more than just pure monster combat
* Party of adventurers can work together/help each other out--interactive, not just active player playing while others watch
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Tony Go
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I have asked this in the design forums before:

Things you look for in a dungeon crawl
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Pandora Caitiff
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Since there are a lot of games putting fantasy and sci-fi tropes in sports (eg. Blood Bowl and Dreadball), I'd like to see more games taking the Xcrawl route and putting some sports themes in fantasy.

Are there any "team manager" games for dungeon crawls? I'm pretty sure there are video games, but what about boardgames?
 
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Ludvig Stigsson
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Wh 40k theme. Modular board. Squadbased. Add to that rules to lvl up between missions. meeple
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Pandora Caitiff
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Ludstifer wrote:
Wh 40k theme. Modular board. Squadbased. Add to that rules to lvl up between missions. meeple


Space Crusade?
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Freelance Police
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Boaty McBoatface
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Walking.
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Luke Wunderlin
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secoAce wrote:
* Modular tile maps
* DM-free
* Single-character solo playable
* Quests (meaningful mission-oriented dungeon crawling)
* Traps, obstacles, NPCs, etc. -- more than just pure monster combat
* Party of adventurers can work together/help each other out--interactive, not just active player playing while others watch


All of this, plus character progression both in session and across multiple sessions (carrying over progress from game-to-game)

meeple
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Ludvig Stigsson
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PandoraCaitiff wrote:
Ludstifer wrote:
Wh 40k theme. Modular board. Squadbased. Add to that rules to lvl up between missions. meeple


Space Crusade?



Yeah, sort of. I didn't know abt that one. Thanks^^ I would love to use my 40k army, though squad size, in to à dungeon crawl game set.
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Plenty of monster, hero and item variety. A campaign system and miniatures are always a bonus.
 
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Larry L
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I'd like a dungeon management style game, where you play the dungeon residents, like Dungeon Lords only more in the tradition of miniatures/dungeon crawls/small unit tactics games.
 
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pete truss
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Traps
Modular board
Knight style heroes, and plenty of them
Don't bother with levelling up unless you have a campaign structure to the game. Even then, how many dungeons can you have in a board game and keep things fresh?
No dice, combat should be purely tactical, so card play is good for this. Maybe a combat event deck.
Miniatures are much more immersive.
Load out your characters with kickass swords, hammers and axes, aka Diablo 3
Story driven.
The undead has been done, create original monsters and get a dark souls vibe to it
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Ty Whisenhunt
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better mechanisms than most have (by that I mean euro stuff, and/or iPad or some other way to handle "events"), plus robust solo play. Also, some different themes. Scooby Doo, Harry Potter, random private investigator, Goonies, whatever. There must be more out there than D&D and Cthulu, but you wouldn't know it looking at most current offerings.
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Andrew H
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KamikazeJohnson wrote:
A "puzzle" element. Doesn't have to RPG-deep or difficult, just something beside Explore/Kill/Loot/Level Up. Part of the challenge should be in deciding when to fight through, and when to take the advice of our hero, Brave Brave Sir Robin.

Straight Hack'n'Slash can get dull, since the character builds typically become more important than how well you play.


To add to this point, I would love a puzzle system that allows separate solutions from different character types. I loved playing an old computer game (So You Want to be a Hero), which had several points where your character had to solve a problem in way that was dependant upon the character class and skills you had selected at the start. The fighter class could lift/throw/fight for a solution, the magic user had to find/buy/win scrolls to learn the right spell, and a thief could sneak/steal/do acrobatic feats to pass. Plus each character had a side quest that only one class could complete.

Obviously, having a computer program running acts like a GM, so implementation is much harder in a boardgame without a GM, but I would love to play a game that could do this.
 
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Christian Kalk
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tywhiz wrote:
better mechanisms than most have (by that I mean euro stuff, and/or iPad or some other way to handle "events"), plus robust solo play. Also, some different themes. Scooby Doo, Harry Potter, random private investigator, Goonies, whatever. There must be more out there than D&D and Cthulu, but you wouldn't know it looking at most current offerings.


A tually a very good point...it's usually taken for granted that a "dungeon crawl" involves hacking through "monsters" of some variety. But really, the essence of s Dungeon Crawl is exploring a maze (usually multi-level) to reach a certain goal, such as Escape, Find Item(s), Kill Boss Character, etc. This can be achieved in pretty much any theme...it can work perfectmy fine without a sword or monster to be seen.

OTOH, the Monster Hack theme is the most recognized, and probably the theme most likely to draw the crowds.
 
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Christian Kalk
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Lots of options for "Classes" depending on theme. Examples:

1) Fighter, Priest, Wizard, Thief
2) Marine, Commando, Engineer, Sniper
3) Professor, Cop, Old Woman, Street Kid
4) Brain, Athlete, Basket Case, Princess, Criminal
 
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I'd like to see mashups...
A band consisting of Space Marines, Protoss Zealots, a Paladin, Hello Kitty, Paladin, and some monk who channels wind into his sword

vs.

Mephisto (Lord of Hatred), Resident Evil zombies, steampunk mercenaries, Cylon Centurions, and Trade Federation Droidekas.
 
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Pete
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Riddlebox85 wrote:
Harry Potter.
We are well overdue for Harry Potter games that don't suck.

Pete (had to "fix" Hogwarts: House Cup Challenge to make it halfway decent)
 
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Nimrod Becker
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More strategy than just slaughtering endless hordes and looting their treasures .

Dungeon Crawlers which are not, well, in a dungeon forests, city streets settings etc.

Maybe more environmental affects.
 
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