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Dwarven Halls:- The Board Game http://worldworksgames.com/forum/viewtopic.php?f=73&t=9525 |
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Author: | Nickydude [ 03-31-2011, 03:45 PM ] |
Post subject: | Dwarven Halls:- The Board Game |
Ok, seems my kids are getting board of D&D, I think they find it a bit complicated with all the saving throws, search/listen/disable trap... skills and they've decided they don't really want to play it, which is a shame as I don't want them to lose the enthusiasm they had when starting out. So, with that in mind I've had the idea for a "board game" that will still be based around D&D but is something we could all play (many times they've wanted me to 'be on their side' fighting the monsters). The idea is that using The Lost Halls of the Dwarven Kings terrain I could create some sort of non-DM game (a bit like how and are DM'less games). I'm wanting the game to be fairly easy, using cards that tell you what to do: "As you wander about you notice your boot straps are untied. As it could mean a matter of life or death when faced with danger, you decide to stop and strap them back up: Miss a turn" "Listening carefully you hear the sound of moving stone... and are taken by surprise as part of the wall moves revealing a wandering monster!: Take a Wandering monster Card" ...that sort of thing. I made a start on the cards (yes I know they're slightly altered Magic: The Gathering cards, but it's a start!) I have a few ideas but would love to hear any from you guys. I do have one dilemma though: Should the layout be pre built before the game starts? Or should it be built as the game plays? PRE-BUILT Pro: The board is already built, there's no fiddling around in the middle of a game stopping the flow and possibly knocking things over. Con: The player's know exactly where to go, where the rooms are, what's around the next corner. This takes away the sense of discovery. BUILT IN-GAME Pro: Player's won't know what's around the next bend, no possibility of going "straight for the treasure" as they won't know where it is. Con: The flow of the game would stop, if the player doesn't know how to slot TerrainLinx then there will be a struggle, things getting knocked. Here's what I have to work with so far (subject to change): → Can be player by 1 - 4 players, with the option for solo play. → Will use standard set of RPG dice (4,6,8,10,12,20). → Will use cards, either before each player's turn, or just after. → Keep the amount of tokens, cards and other things to a minimum. → Easy to play (will be for 6 years and up). → Story-based scenarios, like HeroQuest / D&D Board Game. → Characters not based on D&D rules, possible based on rules as it's easier and quicker. So, any ideas on a simple board game? <center>--oOo--</center> . Last Updated: 13 April 2011 |
Author: | Talae [ 03-31-2011, 04:15 PM ] |
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This sounds very close to what I want to create. I was thinking of using the two D&D boardgames as a basis for a game that would utilize randomly generated tiles. I haven't had the time to get too much into it yet and had come to the conclusion that I wouldn't until mid-June. I would love to create/help create a game that fits the following criteria: -WWG compatible -Utilizes readily available miniatures (or standees) -uses standard RPG dice -falls in the 1-5 or so player range -Uses a card system to accomplish the random effect, but not an excessive number of "decks" -Easy to learn/simple to play -Game time length in the 1-2 hour range -Everyone is a player (more likely no GM than rotating GM) -Maybe even has the chance of luring in some "non-gamer" types -Is a blast to play |
Author: | greyhaze [ 03-31-2011, 06:38 PM ] |
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You could play HeroQuest. But, I like you're idea. Here's something I put together which I expanded from Steve Winter's solo play for DDM, it could be modified and used for your idea. |
Author: | AJB2K3 [ 03-31-2011, 08:14 PM ] |
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Sounds interesting and looks like it could fit with WWG's game aids. |
Author: | Nickydude [ 04-01-2011, 03:50 AM ] |
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IDEA: SHOPPING The player's roll 1d10, add 2 then multiply by 10 giving 30 <-> 120 gold pieces (gp). At the start of the there are Weapon, Armour and Item cards with prices on them and the player can buy any of these as long as they have the money. For example: Weapon - Short Sword: 25gp: +1 to attack roll Weapon - Two-handed Axe: 60gp: +2 to attack roll ... ... Armour - Leather: 25gp: -1 to damage Armour - Plate Mail: 130gp: -6 to damage ... ... Item - Rope: 10gp: Used to get out of traps (if the card says) Item - Lockpick: 5gp: Used to pick a locked door / chest. ... ... These can be bought and placed next to the character sheet. The purchases range from a few GP's right the way up to really expensive stuff like magical items and heavy weapons / armour which could be 400gp. Between each scenario the player gets the chance to buy more equipment with any treasure they've found and also get a chance to sell the equipment they already have for half it's buying price (rounded down). How does this sound? |
Author: | Ghenghis_Ska [ 04-01-2011, 08:37 AM ] |
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Just in case you don't know about it there are two D&D Boardgames. Search for Castle Ravenloft and Wrath of Ashardelon. |
Author: | ehisey [ 04-01-2011, 09:23 AM ] |
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I actually have an old TSR era /very very early WOTC 2nd Ed AD&D expansion that was both a DMless dungeon and a dungeon generator. I need to pull it out later. One of the neat things it did was that as you moved through th e dungeon you built it on the fly. When you ran out of possible doors to go through the dungeon was finished and all you had to do was get back to the exit alive. It used wandering monsters, it had rules for how to determine if a room that was just entered was a liar. a treasure system and what not. |
Author: | Evilupstart [ 04-01-2011, 09:40 AM ] |
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Warhammer quest .. as advanced or simple as you want it. All card driven too if thats your thing. |
Author: | Matthew777 [ 04-01-2011, 10:15 AM ] |
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I like this idea a lot! I would say go for the purchases - sounds like fun. And I would vote for building the board during the game. Things would be more interesting that way. Oh, I reccomend you check out Mel's Guncrawl for some ideas too. It's sci fi, but could be adapted to fantasy ![]() |
Author: | greyhaze [ 04-03-2011, 04:44 PM ] |
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Author: | Nickydude [ 04-04-2011, 03:05 AM ] |
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Author: | greyhaze [ 04-04-2011, 05:06 AM ] |
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That's why I was pointing out the DDM page. Essentially, you take your dwarven halls tiles and corridors, and use those instead of the D&D tiles. It has a ranomization chart for creating the dungeon. As for gameplay, there's a list of monster behaviours there as well. I'm not sure what system of gameplay you plan on using though. Like would you just use a d6 with +/- based on the cards? What kind of reward system will you have? Either way, best of luck, it sounds like a fun project. ![]() |
Author: | Shinobi [ 04-04-2011, 09:54 PM ] |
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Author: | Nickydude [ 04-10-2011, 04:36 PM ] |
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I've started putting a pdf together for the board game, of course it will all change and be refined as it goes along. If any of you guys have any ideas I'd be glad to hear them. ![]() . |
Author: | Zenguy [ 04-10-2011, 09:16 PM ] |
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Author: | Nickydude [ 04-13-2011, 07:03 AM ] |
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Author: | Talae [ 04-13-2011, 10:15 AM ] |
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I will try and check this out this weekend. I would really love to have an easy way to use my WWG stuff, especially with people that don't identify themselves as gamers. |
Author: | Nickydude [ 04-13-2011, 11:00 AM ] |
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Author: | Talae [ 04-13-2011, 11:06 AM ] |
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Author: | Nickydude [ 04-13-2011, 12:01 PM ] |
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Author: | Talae [ 04-13-2011, 01:00 PM ] |
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Author: | Billa2720 [ 04-17-2011, 05:18 AM ] |
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Author: | Nickydude [ 04-17-2011, 04:16 PM ] |
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Do you guys have any ideas for Turn cards? or any flavour texts that I could add? I have a few already: Nothing Special • Apart from the scurrying of small creatures, time passes uneventfully. • You have a strange eerie feeling but continue onwards. • You are startled by something moving in the darkness... but all is well and you move on. Miss A Turn • You look down and notice your bootstrap untied, you stop while you retie it. • You stop a while to examine a strangely shaped stone but find nothing of interest. Wandering Monster • You hear the sound of moving stone and to your horror realise a wandering monster has found you! • Hearing strange noises from the darkness you are shocked as a wandering monster bears down upon you. Potion ... Treasure ... Item ... |
Author: | Billa2720 [ 04-18-2011, 04:44 PM ] |
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Lucky penny! You find a small tarnished copper coin. If you rub it you can make out a four leaf clover on one side, and a small cauldron with strange shapes (hearts, moons , stars) on the other. The coin will feel warm in your hand. ... gives a small boost to luck, say +2 for the adventure, or allows you pick a die result once. afterward the coin vanishes. |
Author: | robert4818 [ 04-18-2011, 05:19 PM ] |
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Some thoughts. If you are using a TLX here are some ideas: -Pre-build the dungeons, but place a lid over all the rooms. This way you can't see what's in there. (Works if you are building for the kids) Otherwise, you can always steal a bit from Munchkin. Create a deck of cards that is a mixture of Monsters, Treasures, Traps, empty. Place 2-3 cards in each room, 1 card in a hallway, leave them face down. As players enter an area, they turn up cards and resolve whatever happens to be there. |
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