Re: [Audyssey] role playing games, ios development, card mechanics, etc

2016-04-25 Thread Devin Prater
Yes, that sound pretty fun, and rather simple as well.
Sent from my Mac.

Devin Prater
r.d.t.pra...@gmail.com



> On Apr 19, 2016, at 8:22 AM, dark  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" 
> To: "gamers" 
> 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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>> http://www.mail-archive.com/gamers@audyssey.org.
>> If you have any questions or concerns regarding the management of the list,
>> please send E-mail to gamers-ow...@audyssey.org.
>> 
>> 
>> -
>> No virus found in this message.
>> Checked by AVG - www.avg.com
>> Version: 2015.0.6189 / Virus Database: 4556/12062 - Release Date: 04/19/16
> 
> 
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Re: [Audyssey] role playing games, ios development, card mechanics, etc

2016-04-19 Thread Paul Lemm
Hi Jeremy,

Ahh, hero quest, now that's a game I haven't heard of for ages, that and
space crusaders used to be one of my favourite  board games  years ago. It
was simple but really good fun.

Paul

-Original Message-
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Jeremy Brown
Sent: 19 April 2016 10:35
To: gamers
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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Re: [Audyssey] role playing games, ios development, card mechanics, etc

2016-04-19 Thread dark

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" 

To: "gamers" 
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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list,

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-
No virus found in this message.
Checked by AVG - www.avg.com
Version: 2015.0.6189 / Virus Database: 4556/12062 - Release Date: 04/19/16




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Re: [Audyssey] role playing games, ios development, card mechanics, etc

2016-04-19 Thread Jeremy Brown
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

---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
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All messages are archived and can be searched and read at
http://www.mail-archive.com/gamers@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.