Online-Roleplaying.community

Go Back   Online-Roleplaying.community > Public Commonness > Cognitive Yammering

Reply
Thread Tools
  #1  
Unread 4th of July, 2009, 14:30
Mercutio's Avatar
Mercutio
Grave Digger [Epic GM]

User is offline
 
Join Date: Oct 2005
Member: #1485
Location: Ocean City, NJ
Posts: 8,215 (1.72 per day)
Quest'N' - My Own Creation

Cross-posted from DragonAvenue to get some feedback from you guys here.

So as I mentioned in another thread, Iím working on making my own dungeon crawling game to both introduce my four-year-old daughter to gaming and to help teach some math and reading skills to her. Iíll be posting my initial rules builds and graphic design ideas here. The rules are pretty close to the old Dungeon! game, which I didnít realize until I had finished writing out my basic ideas.

The basic idea is to incorporate very basic math equations for things like attack, defense, damage, and treasure. Iíll also be peppering cards with words to help teach reading (like the red ďhelpĒ, which I now see needs to be a little more obvious) and writing. In order to attack, Iím going to make her find the red word and try to sound it out, and then practice writing by copying the word into a journal of sorts.

Itís going to be all d6 based, and randomized modular dungeons that are also built through d6 randomization. Iím attempting to tailor it a little more widely than just for my daughter, as I intend to have it be compatible with four or five players, and to actually have it be a dungeon crawl to earn the most treasure.


COMPLETE FIRST DRAFT
DungeonLand! A game for young adventurers

2-6 players (at least one adult to be Dungeon Planner)

(INSERT TEXT ABOUT LENGTH OF GAMEPLAYóafter playtesting)

OBJECT OF THE GAME
To fight monsters and collect treasure, all while learning basic math, reading, and writing, but in a fun new way. The first adventurer to collect 10 treasure tokens wins.

CHOOSING AN ADVENTURER
In this game you may choose to be a Princess, Amazon, Valkyrie, Elf, Knight, or Wizard. There are enough counters included that everyone could all play the same character type if they wanted to. Read the descriptions below before deciding which type of adventurer you want to be. After choosing one, place the counter on the Start Tile.

PRINCESSES: A Princess is smart and has the strongest magic in the game, but is slow to move and has no melee combat ability. She gets hurt easily because she doesnít go exploring much, and always fights from far away. Each Princess is equipped with a special magic wand given to her by her Fairy Godmother. If a Princess finds herself in a close fight, she always tries to back up so that she can use her wand.

AMAZONS: An Amazon is extremely quick, but only average in melee and ranged combat. She doesnít get hurt as easily as the Princess because she is fast, but still prefers to fight monsters from far away. Each Amazon is equipped with a bow and arrow as well as a short sword, and she spent many years training in an Amazon school to learn how to use them. If an Amazon finds herself in a close fight, she can use her short sword.

VALKYRIE: A Valkyrie is the strongest adventurer in the game, is average in speed, but has no ranged combat ability. She doesnít get hurt easily because she goes exploring a lot, and always fights close in. Each Valkyrie is equipped with a great axe that she made herself and spent many years practicing with. If a Valkyrie finds herself in a ranged fight, she will run as fast as she can to get close to the monster so that she can whack it with her axe.

ELVES: An Elf is the fastest adventurer in the game, average in ranged combat and average in melee combat. He gets hurt easily because he doesnít wear any armor, and usually fights from far away. Each Elf is equipped with a bow and arrow as well as a club, all of which he made himself from trees he planted as a young boy. If an Elf finds himself in a close fight, he can use his club, but he tries to back up so he can use his bow and arrow.

KNIGHTS: A Knight is the toughest adventurer in the game, is slow in speed, but has not ranged combat ability. He doesnít get hurt easily because he wears a lot of armor, and trains to fight all the time. Each Knight is equipped with a longsword and a shield, and spent many years as a squire before he earned his title of Knight in a tournament. If a Knight finds himself in a ranged fight, he will run as fast as he can to get close to a monster.

WIZARDS: A Wizard is smart and very strong with magic, is average in speed, and has no melee combat ability. He gets hurt because he does go adventuring much, and always fights from far away. Each Wizard is equipped with a spellbook that he made after studying for many years in a magic school. If a Wizard finds himself in a melee fight, he always tries to back up so that he can cast a spell on the monster.


GAMEPLAY
1.The Dungeon Planner controls the Dungeon Tiles. He can decide how he wants to do this, but it is recommended that he not leave it up to chance.
2.As an adventurer moves off of one tile to another, the Dungeon Planner will place the next tile down in place. If the Dungeon Planner runs out of tiles to use, he may recycle unused tiles from the current Dungeon.

MOVEMENT
1.Each player rolls one die. The player with the highest roll goes first and play moves around to the left in a clockwise fashion.
2.On an adventurerís turn, she may move up to the movement number on her Character Card. The dice are not used to determine movement.
3.Each square on a tile counts as one space when moving.
4.An adventurer can pass over other adventurers, but cannot land on the same space as another adventurer except at the Start or End of the dungeon.
5.When a room is entered for the first time, that adventurer will have to fight the monster who lives there (see COMBAT).

COMBAT
1.When an adventurer opens a room for the first time, he must draw a Monster Card from the Monster Card Pile. That card must be flipped over so all the other adventurers can read it.
2.An adventurer can fight the monster in the room or run away. If the adventurer runs away, place that Monster Card at the bottom of the Monster Card Pile.
3.On each monster card is a word in red. The adventurer who is fighting that monster will try to sound out the word, practicing his reading skills. Other adventurers or the Dungeon Planner can help him if he is struggling.
4.After sounding out the word in red, an adventurer will write that word in his notebook, practicing his writing skills.
5.Once an adventurer has completed steps 3 and 4, he may now attack the monster. If the adventurer is a Princess, Amazon, Elf, or Wizard he can attack from far away. If the adventurer is a Valkyrie or Knight, he must move close to the monster first.
6.Once an adventurer is able to attack the Monster, he rolls one die and looks at his Character Card for the Attack entry. This will be a simple mathematical equation. He solves the equation and then adds his Attack to the number on the die, practicing his math and determining his total Attack score. He will write this number in his notebook, practicing his writing skills.
7.An adventurer will next look at the Monsterís Defense score and solve the equation he finds there. He will write this number in his notebook next to his Attack score. If his Attack score is more than the Monsterís Defense score, the adventurer hits the Monster who gains a Damage Token.
8.An adventurer will solves the equation in the Monsterís Damage score and write that number in his notebook. When the Monster gains that many Damage Tokens, he will run away, leaving his treasure behind.
9.Now it is the Monsterís turn.* The Dungeon Planner will follow the same rules as the adventurer to determine the Monsterís total Attack score, the adventurerís Defense score, the adventurerís Damage score, and whether or not the Monster hits the adventurer. If an adventurer gains Damage Tokens equal to his damage score, he will run away.
10.Once a Monster has been defeated by an adventurer, the room the Monster lived in will be considered empty for that adventurer.
11.If an adventurer enters a room where a fight is taking place, he may choose to help fight that monster, or move to a different room.

* A variant rule would allow the adventurer himself to roll for the Monster and would not involve the Dungeon Planner at all.


TREASURE
1.If an adventurer runs away, she leaves one Treasure Token behind. This Treasure Token is considered lost and placed back in the Treasure Token bag.
2.After a Monster runs away, the adventurer who first started fighting looks at the Monster Card and solves the equation for Treasure. Thatís how many Treasure Tokens she earns. Place the Monster Card at the bottom of the Monster Pile.
3.If more than one adventurer fight the same Monster, they will split the Treasure Tokens evenly. If there is an odd number of Treasure Tokens, the adventurer who started the fight earns the extra token.
4.The first adventurer to earn 10 Treasure Tokens wins!
5.Game play can be lengthened or shortened by a simple matter of changing the number of Treasure Tokens needed to win.

As a final noteóthis game can be easily modified to account for growing learners by increasing the complexity of the math equations.

Last edited by Mercutio; 14th of November, 2011 at 03:02. Reason: name change
Reply With Quote
  #2  
Unread 4th of July, 2009, 15:19
LeadPal's Avatar
LeadPal
One Huecuva Guy [Epic GM]

User is offline
 
Join Date: Oct 2005
Member: #1488
Location: Canada, eh?
Posts: 3,254 (0.68 per day)
A fantastic idea. Give me time to read it over and think about its design.
Reply With Quote
  #3  
Unread 5th of July, 2009, 00:52
zachol's Avatar
zachol
Flesh Colossus [Epic GM]

User is offline
 
Join Date: Jan 2005
Member: #1103
Location: Glorious Nippon
Posts: 8,153 (1.62 per day)
Corrupting the youth, I see.

I'm honestly not that good with children (teaching them things or otherwise), but it does look nifty.
I'm also sure most of the enjoyment would come from having a good dungeon planner, regardless of the rules.


Anyway, amazons and elves seem kind of... overlappy.

Also, I'm a little confused about the combat sequence where the adventurer attacks, step 6. The player solves the equation on her character's card and adds it to their roll, and writes it down. But... their equation doesn't change, so after, like, 4 or so rounds, they're not going to be "calculating" the result so much as remembering the result from before. The monster's defense equation changes from combat to combat, so that's alright, but the character's equations are always going to be the same.
I'm not sure how/if to change this, but it seems like it would be good, if possible, to alter the equation from time to time.
__________________
Sleepy cat is sleepy.
Reply With Quote
  #4  
Unread 5th of July, 2009, 02:21
Mercutio's Avatar
Mercutio
Grave Digger [Epic GM]

User is offline
 
Join Date: Oct 2005
Member: #1485
Location: Ocean City, NJ
Posts: 8,215 (1.72 per day)
ď Originally Posted by zachol # Corrupting the youth, I see.

I'm honestly not that good with children (teaching them things or otherwise), but it does look nifty.
I'm also sure most of the enjoyment would come from having a good dungeon planner, regardless of the rules.


Anyway, amazons and elves seem kind of... overlappy.
Ē
That's sort of the idea - each sex of character has one each of magic, balance, and melee.

ď Also, I'm a little confused about the combat sequence where the adventurer attacks, step 6. The player solves the equation on her character's card and adds it to their roll, and writes it down. But... their equation doesn't change, so after, like, 4 or so rounds, they're not going to be "calculating" the result so much as remembering the result from before. The monster's defense equation changes from combat to combat, so that's alright, but the character's equations are always going to be the same.
I'm not sure how/if to change this, but it seems like it would be good, if possible, to alter the equation from time to time.
Ē
Good point, and it's one I considered. For kids my daughter's age, doing 1 + 1 every time is still important. For older kids, like those who can do base arithmetic, a variable mechanic will be needed, but then I was thinking of more complexity by adding other math concepts at appropriate ages (fractions at 3rd grade, negative numbers at 6th or 7th grade. That said, the total Attack score will vary with each attack. It's not just the equation. It's the equation (1 + 1) and the die roll (d6). Effectively it will become d6 + 1 + 1.

Last edited by Mercutio; 5th of July, 2009 at 03:00.
Reply With Quote
  #5  
Unread 5th of July, 2009, 12:59
zachol's Avatar
zachol
Flesh Colossus [Epic GM]

User is offline
 
Join Date: Jan 2005
Member: #1103
Location: Glorious Nippon
Posts: 8,153 (1.62 per day)
Hmm. Alright.

Wonder how many encounters an average game would go through.
If you have 3 characters, probably something like 14 encounters total for whoever wins (12 wins, 2 losses), and 9 and 7, ish, for the other two, so a total of 30 monsters? Something like an average of 8-12 monsters per player?
__________________
Sleepy cat is sleepy.
Reply With Quote
  #6  
Unread 5th of July, 2009, 13:24
Mercutio's Avatar
Mercutio
Grave Digger [Epic GM]

User is offline
 
Join Date: Oct 2005
Member: #1485
Location: Ocean City, NJ
Posts: 8,215 (1.72 per day)
I wasn't thinking in encounters. I was more thinking time spent and shooting for 30 minutes to an hour, max.
Reply With Quote
  #7  
Unread 7th of July, 2009, 01:57
Scythe's Avatar
Scythe
Bodak

User is offline
 
Join Date: Feb 2008
Member: #2925
Location: Montreal, Canada
Posts: 895 (0.23 per day)
Makes me thinks about Munchkin Quest the boardgame!
Reply With Quote
  #8  
Unread 7th of July, 2009, 02:08
Mercutio's Avatar
Mercutio
Grave Digger [Epic GM]

User is offline
 
Join Date: Oct 2005
Member: #1485
Location: Ocean City, NJ
Posts: 8,215 (1.72 per day)
Seen it, haven't played it. I have the Munchkin card game and the Cthulhu expansion, but I haven't actually had a chance to play it (can't get the wife interested).
Reply With Quote
  #9  
Unread 7th of July, 2009, 13:58
Mercutio's Avatar
Mercutio
Grave Digger [Epic GM]

User is offline
 
Join Date: Oct 2005
Member: #1485
Location: Ocean City, NJ
Posts: 8,215 (1.72 per day)
For the benefit of those who don't go to DA, here's the art I'm creating for this.






Last edited by Mercutio; 7th of July, 2009 at 14:12.
Reply With Quote
  #10  
Unread 10th of July, 2009, 06:17
-J-'s Avatar
-J-
Dread Lord on High [Epic GM]

User is offline
 
Join Date: Nov 2004
Member: #1006
Location: Nor'east
Posts: 2,996 (0.59 per day)
Makes me think of Gauntlet!

Wizard shot the food!
Reply With Quote
  #11  
Unread 10th of July, 2009, 07:42
Mercutio's Avatar
Mercutio
Grave Digger [Epic GM]

User is offline
 
Join Date: Oct 2005
Member: #1485
Location: Ocean City, NJ
Posts: 8,215 (1.72 per day)
ď Originally Posted by -J- # Makes me think of Gauntlet!

Wizard shot the food!
Ē
Not sure if I should be offended or honored by that comparison.
Reply With Quote
  #12  
Unread 10th of July, 2009, 11:59
-J-'s Avatar
-J-
Dread Lord on High [Epic GM]

User is offline
 
Join Date: Nov 2004
Member: #1006
Location: Nor'east
Posts: 2,996 (0.59 per day)
Honored of course. Gauntlet rocked. Out loud.
Reply With Quote
  #13  
Unread 13th of July, 2009, 19:57
BigRedRod's Avatar
BigRedRod
A One-Winged Angel [Epic Admin]

User is offline
 
Join Date: Jan 2002
Member: #17
Location: In the bath
Posts: 11,976 (1.95 per day)
Here are some thoughts.

ď Originally Posted by Mercutio # GAMEPLAY
1.The Dungeon Planner controls the Dungeon Tiles. He can decide how he wants to do this, but it is recommended that he not leave it up to chance.
2.As an adventurer moves off of one tile to another, the Dungeon Planner will place the next tile down in place. If the Dungeon Planner runs out of tiles to use, he may recycle unused tiles from the current Dungeon.
Ē
You can do this far more elegantly. Look to Warhammer Quest. They had a stack of dungeon cards and you'd shuffle in an objective room. Each time you passed through a door you drew a card and placed the relevant tile. I can't quite remember how it prevented dead ends, but these two points strike me as a bit clumsy.

ď 6.Once an adventurer is able to attack the Monster, he rolls one die and looks at his Character Card for the Attack entry. This will be a simple mathematical equation. He solves the equation and then adds his Attack to the number on the die, practicing his math and determining his total Attack score. He will write this number in his notebook, practicing his writing skills. Ē
Having the same equation on the character card doesn't seem like a good idea, but adding this to a dice roll seems spot on. Maybe there are cards with equations? But this makes it a bit complicated and too random. So although I can't think of a good solution here, I think it's a weak spot.

ď 8.An adventurer will solves the equation in the Monsterís Damage score and write that number in his notebook. When the Monster gains that many Damage Tokens, he will run away, leaving his treasure behind. Ē
You've got grammar problems here.

ď 9.Now it is the Monsterís turn.* The Dungeon Planner will follow the same rules as the adventurer to determine the Monsterís total Attack score, the adventurerís Defense score, the adventurerís Damage score, and whether or not the Monster hits the adventurer. If an adventurer gains Damage Tokens equal to his damage score, he will run away. Ē
Making the player work out the maths here is obviously the best respond, but I worry that it is too much like forcing a child to punish itself. It's a tricky one.

ď 11.If an adventurer enters a room where a fight is taking place, he may choose to help fight that monster, or move to a different room. Ē
So each attack takes a turn? I think this is the case, but you need to make it clear.


The rest seems quite solid.
__________________
BRR just likes to punish us. He does it because we are weak. --The Alcotroll
Reply With Quote
  #14  
Unread 13th of July, 2009, 22:41
Mercutio's Avatar
Mercutio
Grave Digger [Epic GM]

User is offline
 
Join Date: Oct 2005
Member: #1485
Location: Ocean City, NJ
Posts: 8,215 (1.72 per day)
Thanks BRR. I caught the grammar issue (subject-verb) when I reread my Word file the next day, but didn't fix it here.

I'd thought about a randomization technique for the room. I initially rejected it as I think younger kids would need adult supervision anyway, but perhaps the Dungeon Planner needs the randomization to help him. Good idea.

As for worrying about the math (strangely singular on this side of the pond), I too had that thought, but my daughter gobbled it up.

Yes, each attack would take a turn. I'll have to make that more explicit.

Thanks for the feedback.
Reply With Quote
  #15  
Unread 13th of July, 2009, 23:25
BigRedRod's Avatar
BigRedRod
A One-Winged Angel [Epic Admin]

User is offline
 
Join Date: Jan 2002
Member: #17
Location: In the bath
Posts: 11,976 (1.95 per day)
Also, I can't see the art and would like to.
__________________
BRR just likes to punish us. He does it because we are weak. --The Alcotroll
Reply With Quote
  #16  
Unread 13th of July, 2009, 23:40
Mercutio's Avatar
Mercutio
Grave Digger [Epic GM]

User is offline
 
Join Date: Oct 2005
Member: #1485
Location: Ocean City, NJ
Posts: 8,215 (1.72 per day)
Sure thing. I warn you that it is VERY cheesy.

http://files.getdropbox.com/u/883600...ngeonLand.html Then just click on images. It should work.
Reply With Quote
  #17  
Unread 16th of July, 2009, 02:28
Mercutio's Avatar
Mercutio
Grave Digger [Epic GM]

User is offline
 
Join Date: Oct 2005
Member: #1485
Location: Ocean City, NJ
Posts: 8,215 (1.72 per day)
Latest image.

Reply With Quote
  #18  
Unread 14th of November, 2011, 02:43
Mercutio's Avatar
Mercutio
Grave Digger [Epic GM]

User is offline
 
Join Date: Oct 2005
Member: #1485
Location: Ocean City, NJ
Posts: 8,215 (1.72 per day)
I've been kind of thinking about this again recently. I'm going to try to finish making the cards for a test play with my daughter in the next week or so. My goal is to get it finished for Christmas when I can have a complete set. I've totally redone the tiles, with some inspiration at the Dundjinni forums, and if I use the tiles from the other mappers there and add them to my 20 or so, there are about 150 different tile options (probably more, so I'll have to narrow it down to 20-25. Can't expect people to print that many). Maybe I'll make another couple of enemies, although probably not.

What I have to do is look at the equations idea, and I think I've hit on a solution using some inspiration from Spectrum Games's "Macabre Tales" which uses dominoes. The monster will have the operative sign (+, -) and the player will draw a domino and have to do the math with the domino, and then maybe add their character's attack bonus and compare that answer to the monster's defense.

This is all rough, still, but I think I like the domino mechanic.

I'm still going to go with a regular triangle "standee" but I was surfing the computer yesterday and came across the Cubee paper toy thing. So I made one for the goblin creature I designed, just for the hell of it.





Again, I'm not going to go with that as the standard in the dungeon. It'd be too damn intense to make, for one thing, and too big, for another, plus, on that one page for that guy, I could print all the characters for the game.

Anyway, not totally abandoned. Just very, very slow going as I leave it, come back, etc.
Reply With Quote
Reply

Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT +10. The time now is 15:26.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2018, Jelsoft Enterprises Ltd.
Graphics by Koert van Kleef (T0N!C) and Lyle Warren