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A complete "random" world. Forked Thread: On the Value of Uncertainty
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<blockquote data-quote="Novem5er" data-source="post: 4446367" data-attributes="member: 57859"><p>I've actually been considering this sort of game for my fiancee and I. We have a young daughter (too young to play), and we are both college students, so our time is limited. While my fiancee loves fantasy stories, she's not too into "roleplaying" by herself, and if we only have an hour to play at a time, it sucks to waste that time talking back and forth two much.</p><p></p><p>She wants to roll some dice.</p><p></p><p>I hate to say it, but I've been trying to find a way to turn 4e into more of an MMO. *cringe* MMOs are easy to play because they hand-hold the player. Go to the guy with the ! over his head, get a quest, and then hack your way through a series of monsters until you get X and return it to Y. Obviously this would get stale, but throwing some randomness into it might liven it up (for me as well).</p><p></p><p>Instead of charts, I'm thinking about going with Cards. I liked the idea of Quest Cards, so why not make those random? The Quest Card would have the main objective, the XP and treasure reward, and probably would link to a special Encounter Card for the climax (see below).</p><p></p><p>For the actual adventure, I'd use pre-generated Encounter Cards. 4e is great for designing interesting encounters for a varity of levels and purposes. Each Encounter Card would have a group of monsters on it and I might even group the stat blocks on a matching document so that I wouldn't have to open the MM at all. The Climax Card (from the Quest) would be shuffled in there somewhere, so that the group will encounter the climax after X encounters.</p><p></p><p>I would also create Treasure Cards. The DMG already has Treasure Parcels laid out for each level, so I could easily put those on separate cards.</p><p></p><p>I've even throught about creating a series of Area Cards, which basically describe the combate area and the terrain. I've got a bunch of Dungeon Tiles, so I might use sticky tape to "build" several scenes ahead of time and then design Area Cards to match, which would also give all the crunch for interesting terrain.</p><p></p><p>So a quest would go something like this:</p><p>-Quest Card - "Kill Gaptooth the Bugbear Bandit"</p><p>---- Shuffle the Climax Card into the Encounter Deck.</p><p></p><p>First Encounter</p><p>-Area Card - "Light Woods - trees count as cover"</p><p>-Encounter Card - "Goblin Ambush - 2 Gob Warriors, 1 Gob Sharpshooter"</p><p>-Treasure Card - "Parcel 3 - 60 GP"</p><p></p><p>Second Encounter, Third, Etc, Etc, until the Climax Card is drawn.</p><p></p><p>I could limit each Quest to an Encounter Deck of 5 cards. I could even through in some Skill Challenges into the encounter mix by making it another card. The only thing it's missing is something to tie it all together. Maybe tie the Climax in with a special Area card instead of an Encounter card... so a quest is tied to a "place" and not a random encounter.</p><p></p><p>Ideas?</p></blockquote><p></p>
[QUOTE="Novem5er, post: 4446367, member: 57859"] I've actually been considering this sort of game for my fiancee and I. We have a young daughter (too young to play), and we are both college students, so our time is limited. While my fiancee loves fantasy stories, she's not too into "roleplaying" by herself, and if we only have an hour to play at a time, it sucks to waste that time talking back and forth two much. She wants to roll some dice. I hate to say it, but I've been trying to find a way to turn 4e into more of an MMO. *cringe* MMOs are easy to play because they hand-hold the player. Go to the guy with the ! over his head, get a quest, and then hack your way through a series of monsters until you get X and return it to Y. Obviously this would get stale, but throwing some randomness into it might liven it up (for me as well). Instead of charts, I'm thinking about going with Cards. I liked the idea of Quest Cards, so why not make those random? The Quest Card would have the main objective, the XP and treasure reward, and probably would link to a special Encounter Card for the climax (see below). For the actual adventure, I'd use pre-generated Encounter Cards. 4e is great for designing interesting encounters for a varity of levels and purposes. Each Encounter Card would have a group of monsters on it and I might even group the stat blocks on a matching document so that I wouldn't have to open the MM at all. The Climax Card (from the Quest) would be shuffled in there somewhere, so that the group will encounter the climax after X encounters. I would also create Treasure Cards. The DMG already has Treasure Parcels laid out for each level, so I could easily put those on separate cards. I've even throught about creating a series of Area Cards, which basically describe the combate area and the terrain. I've got a bunch of Dungeon Tiles, so I might use sticky tape to "build" several scenes ahead of time and then design Area Cards to match, which would also give all the crunch for interesting terrain. So a quest would go something like this: -Quest Card - "Kill Gaptooth the Bugbear Bandit" ---- Shuffle the Climax Card into the Encounter Deck. First Encounter -Area Card - "Light Woods - trees count as cover" -Encounter Card - "Goblin Ambush - 2 Gob Warriors, 1 Gob Sharpshooter" -Treasure Card - "Parcel 3 - 60 GP" Second Encounter, Third, Etc, Etc, until the Climax Card is drawn. I could limit each Quest to an Encounter Deck of 5 cards. I could even through in some Skill Challenges into the encounter mix by making it another card. The only thing it's missing is something to tie it all together. Maybe tie the Climax in with a special Area card instead of an Encounter card... so a quest is tied to a "place" and not a random encounter. Ideas? [/QUOTE]
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