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<blockquote data-quote="Limiate" data-source="post: 5612549" data-attributes="member: 88970"><p><span style="color: black"><span style="font-family: 'Arial'"><strong><span style="color: white">My first play test should be this Thursday and I’m going to see how the PCs do playing a proxy of a demi-god that allows them to possess monsters. One of the things I want to figure out is if being just a spirit is enough progression wise. Thanks for the suggestion of the template – it might be a cool idea to look into – that allows the players to “specialize” in what type of monsters they control.</span></strong></span></span></p><p><span style="color: black"><span style="font-family: 'Arial'"><strong><span style="color: white"></span></strong></span></span></p><p><span style="color: black"><span style="font-family: 'Arial'"><strong><span style="color: white">My “events” category is pretty barren right now but I’ve actually thought of exactly what you’re mentioning. Whenever the players dig deeper into the dungeon (making hallways, tunnels, rooms, etc) each square they remove will contain dirt, stone, metal, water or something special – be it a mine shaft, monsters lair, etc.</span></strong></span></span></p><p><span style="color: black"><span style="font-family: 'Arial'"><strong><span style="color: white"></span></strong></span></span></p><p><span style="color: black"><span style="font-family: 'Arial'"><strong><span style="color: white">I appreciate you asking the questions to spur my development, it’s kind of what I did in the first place to help give me a scope of the game.</span></strong></span></span></p><p><span style="color: black"><span style="font-family: 'Arial'"><strong><span style="color: white"></span></strong></span></span></p><p><span style="color: black"><span style="font-family: 'Arial'"><strong><span style="color: white">GOAL: In “normal” D&D you adventure to gain experience. Since gold has replaced experience as the leveling mechanic, the dynamic result is that players will now need to hoard gold and prevent it from being stolen. Imagine in 2e/3e when a level draining monster attacks… that’s the same feeling I want the players to experience when NPC adventuers get near their hoard.</span></strong></span></span></p><p><span style="color: black"><span style="font-family: 'Arial'"><strong><span style="color: white"></span></strong></span></span></p><p><span style="color: black"><span style="font-family: 'Arial'"><strong><span style="color: white">Losing: Right now I’m going with a dungeon heart (total rip off from Dungeon Keeper) as a place holder. The game starts with the dead PCs bodies sacrificed at the altar of the “dungeon master.” If that same altar is destroyed, all the gold taken (their xp) and the monsters slain, that’s a TPK in my book.</span></strong></span></span></p></blockquote><p></p>
[QUOTE="Limiate, post: 5612549, member: 88970"] [COLOR=black][FONT=Arial][B][COLOR=white]My first play test should be this Thursday and I’m going to see how the PCs do playing a proxy of a demi-god that allows them to possess monsters. One of the things I want to figure out is if being just a spirit is enough progression wise. Thanks for the suggestion of the template – it might be a cool idea to look into – that allows the players to “specialize” in what type of monsters they control. My “events” category is pretty barren right now but I’ve actually thought of exactly what you’re mentioning. Whenever the players dig deeper into the dungeon (making hallways, tunnels, rooms, etc) each square they remove will contain dirt, stone, metal, water or something special – be it a mine shaft, monsters lair, etc. I appreciate you asking the questions to spur my development, it’s kind of what I did in the first place to help give me a scope of the game. GOAL: In “normal” D&D you adventure to gain experience. Since gold has replaced experience as the leveling mechanic, the dynamic result is that players will now need to hoard gold and prevent it from being stolen. Imagine in 2e/3e when a level draining monster attacks… that’s the same feeling I want the players to experience when NPC adventuers get near their hoard. Losing: Right now I’m going with a dungeon heart (total rip off from Dungeon Keeper) as a place holder. The game starts with the dead PCs bodies sacrificed at the altar of the “dungeon master.” If that same altar is destroyed, all the gold taken (their xp) and the monsters slain, that’s a TPK in my book.[/COLOR][/B][/FONT][/COLOR] [/QUOTE]
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