Re: [Audyssey] role playing games, ios development, card mechanics, etc
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 >> >> --- >> 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 >> http://audyssey.org/mailman/listinfo/gamers_audyssey.org. >> 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. >> >> >> - >> 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 > > > --- > 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 > http://audyssey.org/mailman/listinfo/gamers_audyssey.org. > 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. --- 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 http://audyssey.org/mailman/listinfo/gamers_audyssey.org. 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.
Re: [Audyssey] role playing games, ios development, card mechanics, etc
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 --- 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 http://audyssey.org/mailman/listinfo/gamers_audyssey.org. 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. --- 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 http://audyssey.org/mailman/listinfo/gamers_audyssey.org. 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.
Re: [Audyssey] role playing games, ios development, card mechanics, etc
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 --- 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 http://audyssey.org/mailman/listinfo/gamers_audyssey.org. 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. - 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 --- 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 http://audyssey.org/mailman/listinfo/gamers_audyssey.org. 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.
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 --- 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 http://audyssey.org/mailman/listinfo/gamers_audyssey.org. 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.