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In 2013 our plans call for us to add an additional adventure to the event. There will be two consecutive adventure modules, and each module will have two variations of either a combat or puzzle orientation. The first module called “Lycans Afoot” tasks the party to travel through a dark forest in search of a tower, while the second module called “Golembane” challenges the party to reach the top of tower.

TOPIC: Token Judgement Calls in 2013 (SRoEC, etc)

Re: Immunities in 2013 (SRoEC, etc) 11 years 2 months ago #61

Tokens don't role play, tokens equal equipment, which actually equals roll play. It is the same in RPS's, you have your players who want to role and you have your players who want to roll. Tokens are just stat boosters for combat, they shouldn't effect puzzles, puzzles are where the real world comes into effect.
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Re: Immunities in 2013 (SRoEC, etc) 11 years 2 months ago #62

archmage78 wrote: ...equipment, which actually equals roll play.

This seems to be saying that equipment=stats as a matter of default. I disagree. Why bother giving them names and images then? Otherwise you could just have someone pick a scrap of paper out of a hat that says "+2 to AC" and call it a day.

archmage78 wrote: It is the same in RPS's, you have your players who want to role and you have your players who want to roll.

Players that just want to roll/slide are welcome to do so. If they don't want to utilize something that lets them bypass or at least reduce the effects of a puzzle/trap, they don't have to. But don't put up a brick wall to prevent anyone from doing non-roll things that they enjoy. Else, I'll be leaving the game very quick.

archmage78 wrote: Tokens are just stat boosters for combat, they shouldn't effect puzzles, puzzles are where the real world comes into effect.

I strongly disagree. Tokens are more than stat boosters for combat. We have gear and gold. We have potions to reveal secret doors, or items to let us speak to the dead, or to read a special language, etc. In 2012 we even used gear to help with a puzzle. Most of these things only give hints, and don't solve a puzzle directly. Even if a token does bypass a puzzle, you will notice that the examples discussed are generally only for powerful/rare tokens, and even then only allow one person to bypass a problem.

I just don't think it's an either/or situation. Both types of play can coexist if the game is designed carefully.

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Last edit: by Garrison.

Re: Token Judgement Calls in 2013 (SRoEC, etc) 11 years 1 month ago #63

Interesting discussion.

From my experience, I see two very different aspects of True Dungeon. Combined, True Dungeon is an incredible gaming experience. First, the combat. I love sliding the puck down the table, to defeat my opponent. It is much more interactive than table top. The items I carry augment my ability to defeat my opponent. Alot of the tokens I use are for combat. I equip more for combat than puzzle solving.

Puzzle solving is more team oriented. I can see some tokens helping with hints. Jeff and the team should be creating puzzles that tokens really do not interact with. From my experience, the Dwarven chime puzzle and Statue puzzle are good examples. I look to a puzzle room to challenge the party, not to exploit tokens. Token use should be able to provide minor, useful hints, though. Maybe a Puzzle room can yield a treasure stamp, if solved. So that, if the Puzzle is by-passed, the party moves on, but without the stamp. Treasures does not always have to be monster parts. They could be keys, ornaments, books, jewelry, etc. The best part of True Dungeon, the possibilities are limitless.
True Dungeon IS teamwork. Tokens offer a better chance of survival for the team. :-)

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