Forum changes: Editing of posts has been turned off until further notice.
Started by Marshall Burns, January 29, 2008, 07:48:30 PM
Quote from: David Artman on January 30, 2008, 12:28:36 PMHear, hear! I, too, suggest you get rid of the presumed-failure mode. Story games can occasionally tell stories with happy endings, can't they?
QuoteMaybe, to refresh the dungeon-makers' resource pool, they have to instantiate some beneficial element--potion, better or different equipment, fountain. Whether or not it's identified can be worth more or less refresh points (and if it ends up Bad for the protag, they must refund some of those refresh points, ASAP).
Quote from: Marshall Burns on January 31, 2008, 12:25:30 PMYour ideas as a whole definitely sound functional; I just think they wouldn't accomplish what I'm trying to accomplish (I suspect that they might be more likely to produce unconventional Sim play) -- you could probably make them into your own vision of a Roguelike RPG. That's what I'd do if I were you, at any rate.
Quote from: Marshall Burns on February 01, 2008, 03:18:13 PMI wanted to expand on what I like about the card thing. The way I see it, and the way it looks in your suggestion, is that the cards have a somewhat vaguish Name, and probably a picture of some kind for inspiration, and, in the case of the Dungeon and the Present (whose decks I see overlapping a touch, with the Present deck containing gear, and the Dungeon having a Treasure, or special gear, deck), "types" of functions (Damage, Hunger, Armor, Recovery, etc.). That is, the cards (esp. Past and Future) would be vague enough that you have to create story in order for them to have any in-game effect, and just descriptive enough to springboard you into that story creation. The great thing about this is that you could tell myriads of different stories with the same deck, and expansion is as simple (and as easy on the player's end) as making up a new deck. I love it!
Quote from: Marshall Burns on February 01, 2008, 03:18:13 PMDarnit, guys, you make up the "Why" for each game. I thought I already said that.And "hope" is the Future Aspect's province. I thought I already said that too.