Yes, that sound pretty fun, and rather simple as well.
Sent from my Mac.

Devin Prater
[email protected]



> On Apr 19, 2016, at 8:22 AM, dark <[email protected]> wrote:
> 
> Hi jeremy.
> 
> That is actually something of the kind I was thinking, when i suggested 
> Talisman, sinse talisman works very much in that way using cards and board 
> configurations to make the dungeon differently each time. I've actually 
> wanted an accessible version of a board game like that for years, 
> particularly because my brother regularly plays talisman with his friends and 
> loves it, so I would be absolutely %100 behind that sort of idea and 
> definitely pay for a game like that.
> 
> All the best,
> 
> Dark.
> ----- Original Message ----- From: "Jeremy Brown" <[email protected]>
> To: "gamers" <[email protected]>
> Sent: Tuesday, April 19, 2016 10:35 AM
> Subject: Re: [Audyssey] role playing games, ios development, card 
> mechanics,etc
> 
> 
>> Marty,
>> 
>> You might have a look at how the old HeroQuest board games worked.
>> That might be a model for a roleplaying game that might be a happy
>> medium between your dice/card/board game model of building and the
>> more in depth RPG that people would like.
>> 
>> The brief description is this: in the old HeroQuest games, you picked
>> one of four characters a dwarf, a barbarian, an elf, and a wizard.
>> Then your character navigated a board with passages, rooms, doors,
>> traps, and monsters.  However, the board was set up differently for
>> each game by placing elements in different configurations.  This could
>> be accomplished by a number of methods: 15 or 25 maps for instance, or
>> a random card/corridor placement that uses some simple rules to avoid
>> dumb arrangements.  The characters would use dice to move a certain
>> number of spaces on the board, or to resolve combat.  There were very
>> few extras such as spells, or monster abilities to fiddle with, and
>> one could create a fun game by varying up the purpose of the quest:
>> sometimes you had to escape the dungeon, sometimes you hunted a large
>> boss monster, sometimes you had to find  a specific item.  The game
>> was limited by its format, but I know I played many happy hours of it
>> once our school outlawed D&D groups.  This might be a good compromise
>> between Dark's suggestions and something more complicated.  It also
>> had a clear set of rules.  However, it'd be fairly simple to set up
>> essentially the same system by developing a list of possible traps,
>> spells, monsters, items, etc.  Heroes were allowed to keep items from
>> previous adventures.  I don't remember if they improved as time went
>> on in some form of experience system, but it would be easy enough to
>> do so.
>> 
>> Take care,
>> 
>> Jeremy
>> 
>> 
>> -- 
>> In the fight between you and the world--back the world! Frank Zapa
>> 
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