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Subject: There is a monster here. You fight the monster. rss

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Brook Gentlestream
United States
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Things people like in dungeon crawls:

- Gaining treasures and levelling up
- Having randomized dungeons
- Having expandability in monsters, items, spells, etc.
- Having a specific niche role in a group
- Encountering monsters with unique powers

Personally, I like the idea of a straight co-op dungeon crawl.

AniMayhem and the original Star Trek CCG had an interesting mechanic you can borrow, where characters had skills printed on their cards that interacted with the place they were at. For example, the mechanics of entering a particular room might be different depending on if you have someone with "Religion" skill or not. This is a quick, easy way to make expandable niche characters without relying too heavily on stats or cards or other more cumbersome mechanics.

I like the idea of auctions in a dungeon crawler game for some reason.

Dungeoneer had an interesting mechanic to look into, where actions that a character takes builds up Peril Points over time. Cards and effects that are hostile to a character can't effect them unless they have enough Peril Points.

In Agon: RPG, players often have to simultaneously undergo challenges, even simple challenges. If a player succeeds, he continues on past the challenge and earns some Glory points. If a player fails, he still continues on with the group but is hindered in some important way. In all challenges, the player that does best gets extra glory. The desginer suggested that this is "really" how groups play RPGs anyway.

Cutthroat Caverns does away with the dungeon exploration altogether and makes gameplay simply a series of nine encounters, fought one after the other with a brief rest between each one. I think Munchkin did something similiar, but you had more of them and they were small and personl, instead of a few major group encounters.

Arkham Horror has an interesting mechanic where you choose the "big bad boss" at the beginning of the game, and this choice changes certain rule effects throughout the game -- most notably the way minions work. For example, there's one boss that has an effect of "All cultists in the game have the flight ability". This can be an easy, light way to customize a dungeon without using a deck of cards or something similar.
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