Dead Parents Dungeon

All posts tagged Dead Parents Dungeon

(Most) Every Thursday, I make a brief development blog on my card/board game, Dead Parents Dungeon (DPD). It’s a fantasy-themed, light-hearted game about families and dungeons.

Current Progress:

Just want to get this done with. After literal years of kicking this idea around I want it done. Current status is “It will be good to finish because I’ll learn something for next time.”

At least I hope is that and not “This is gonna take some work.”

I’m actually in the part where I don’t want to make draft cards again because I already made draft cards and I hate, hate, <i><b>hate</b></i> repeating work. On the other hand, it was me who said I’d prototype everything then revise. On that first hand, I was unaware that “revise” in this context meant “repeat work.”

Se la vie.

(Most) Every Thursday, I make a brief development blog on my card/board game, Dead Parents Dungeon (DPD). It’s a fantasy-themed, light-hearted game about families and dungeons.

Current Progress: Uuuuuuuuugh

IDK. Like there’s a tableau of three village cards, but you can also dig two cards deep for a specific card as a village action. If your dig doesn’t get the one you want you can spend a monster head to dig an extra card. Retirement cards can improve these numbers to represent the services retired, experienced PCs can bring to a town.

All PCs have relationship arrows, and at least one has to connect a PC to a family. Your theytriarch might have two side arrows (brother/sister/partner) and an up arrow (parent), but they can still have a baby provided either: that baby’s PC card has an up arrow or that theytriarch has a partner who has a down arrow (child). When you marry someone you immediately roll for babies. At the start of each turn, babies age into adults, then ALL couples roll for babies.

PC cards have a die and one ability. Hopefully, I’ll be able to keep the fighters like equipment, wizards use monster-head-as-spell-components, and thieves avoid suffering consequences themes. Because PCs now only add a single die and an ability to a dungeon, the motivation for taking multiple PCs into a dungeon (beyond double-dipping loot) is synergy between simple abilities. Equipment/heirlooms now do most of the heavy dice-piling.

Twist cards are gonna work parents and siblings hard (in a grave-ward direction) to push each family towards having only one heir per generation. Cousins might as well bathe in Smaug’s Best (TM) Ketchup. Fuck cousins. ALL GAME BALANCING WILL HENCEFORTH BE DONE ON TWIST CARDS, A CARD TYPE I HAVE NEVER EVEN PROTOTYPED.

Each family starts with a piece of equipment that doubles as a “family card.” Or maybe every piece of equipment has a “Family Ability” and the other equipment just give die bonuses. No, that’s boring. The “heirloom equipment” is the first one you play. It hangs out on top. All other equipment give a die bonus and an ability, but once you upgrade the heirloom with a new equipment, you lose the ability of the last non-heirloom equipment and only keep the die bonus. No more “village abilities,” just monster type bonuses, re-rolls, etc.

Monsters are going to kill, drain equipment cards, and probably force some draws of Twist cards (or activation of Twist cards in the tableau). Why not? Maybe they’ll have different colors so they’ll feel different.

Retirement cards previously had two costs (I don’t know why). They should definitely have only one.

There used to be only five Rumors, meaning the game was only five dungeons/turns long OR that it had several non-dungeon turns. Rumors are now less special and more plentiful.

Next Time: No bets guys.

Every Thursday, I make a brief development blog on my card/board game, Dead Parents Dungeon (DPD). It’s a fantasy-themed, light-hearted game about families and dungeons.

Current Progress: Rebooting

What is best in life? To see your family grow proud before you. To hear the lamentations of monsters. To retire responsibly to that little castle on the beach you always talked about.

Dead Parents Dungeon is a game where players take on the role of adventuring families who seek the money and fame which can only be found by defeating dangerous monsters in the many frightening dungeons of the world. Players manage marriages, children, and heirlooms between the life-threatening forays into the world’s darkest corners. The first player to put aside enough monster heads to earn a total of 10 retirement points has the most successful family and is the winner!

The new take on Dead Parents Dungeon keeps the dice. It keeps gear (now Heirlooms). It keeps Adventurers and Monsters, but dispenses with the class leveling and minion mechanics. It gets rid of the scars and silver currency and converts monsters directly into monster heads.

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Every Thursday, I make a brief development blog on my card/board game, Dead Parents Dungeon (DPD). It’s a fantasy-themed, light-hearted game about families and dungeons.

Current Progress: meh

I cook. I don’t make food for humans. I make piles of tasteless nutrients which only I can bear to eat (I’m affectionately called ‘The Jade Goat’ from time to time). By the end of the pile, even I have a hard time stomaching it.

I hate repeating work, and rejiggering everything in DPD is repeated work. I can barely stomach it.

Everything someone makes to present to other people has to reach a balance between “personally satisfying” and “appealing to an audience.” The part where DPD is appealing to an audience–simple, straightforward, fast–is sapping me of the personally satisfying elements that got me to do it in the first place. It’s where I usually stumble on projects.

English is an exceptional language in that it captures all of this in the phrase, “hard work.” It won’t be impressive progress for a while, but it’ll be progress.

Every Thursday, I make a brief development blog on my card/board game, Dead Parents Dungeon (DPD). It’s a fantasy-themed, light-hearted game about families and dungeons.

Current Progress: I’m still working on Relics. An Adventurer has one relic and all other relics are played as upgrades. The “base” ability of a relic is usually a village ability that’s intended for use outside of dungeons. The “upgrade” abilities are dungeon-focused and remove a ceiling for power within a dungeon.

But I’m running into the problem where this pre-alpha version of Dead Parents Dungeon is “meh” on Dead, failing on Parents, and overcommitted on Dungeons. That means that there isn’t a lot of village play for me to work with on the Relics.

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Every Thursday, I make a brief development blog on my card/board game, Dead Parents Dungeon (DPD). It’s a fantasy-themed, light-hearted game about families and dungeons.

Current Progress: I’ve been going over the flavor for the Relics/Destinies. The idea is that in the previous generic-fantasy-age, there was a tree which grew things along fate lines, intricate, multi-functional devices which existed in N-th dimensions. The end of the age saw the tree picked clean (or devastated or eaten by aphids. Whatever). The relics remain, with N-th dimensional features that Adventurers unlock as they learn to master their equipment.

Or via three easy payments of 1 Scars & Silver.

I’m supposed to be picking up the types discussion from last week, but let me make an aside on Scars & Silver.

Card Types, Part 2 (and Scars & Silver)

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Every Thursday, I make a brief development blog on my card/board game, Dead Parents Dungeon (DPD). It’s a fantasy-themed, light-hearted game about families and dungeons.

Current Progress: I’ve been hacking away at Relics (formerly “Gear”). Most cards can either be whatever they are (Adventurer/Monster/Relic), and can flip to be an upgrade to an existing card of that type. Adventurer cards can be played upside-down to add a Level to an existing Adventurer. Monsters can be played upside-down to add a Minion to an existing Monster. And so on.  Relics…there’s not a language for upgrading weapons. Mods? But what part of a wizard’s robe gets transferred onto a sword to make it better? Vice versa? Materials? Materia? Glyphs? Destinies?

Let’s talk cards and card types.

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Every Thursday, I make a brief development blog on my card/board game, Dead Parents Dungeon (DPD). It’s a fantasy-themed, light-hearted game about families and dungeons.

Current Progress: I finished up the Adventurer cards, which included not just the Adventurer cards themselves, but their flipped versions which are used to represent leveling up. My work has moved onto Relics/Equipment, which have a basic function, but flip to represent upgrades or improvements. I’m working on a flavorful term for that. The fantasy genre doesn’t do a lot of weapon upgrading. Crafting games are becoming a thing, but the language isn’t there yet. As always, keep reading for the ramble.

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Every Thursday, I make a brief development blog on my card/board game, Dead Parents Dungeon. It’s a fantasy-themed, light-hearted game about families and dungeons.

Current Progress: This week I’ve been grappling with Musty Chambers and Rumors. There’s so much feedback between the two. Rumors set the theme of a dungeon and act as a “first chamber” while Musty Chambers are the “encounter in any order” rooms which make the dungeon a dungeon. They can both change the worth, power, and consequences of traps and Monsters in the dungeon, so there’s a lot of interaction.

Today’s post is about theory and practice. There’s a lot of assumptions when you’re writing rules; as someone who’s making something, there’s an idea in your head of how the game feels. I’m usually about the feel of the game. I love Magic: the Gathering, but I like playing spells, doing cool interactions, and the blade’s-edge resource competition of draft play. On the other hand, combo decks don’t appeal to me and I don’t think of them much when I’m talking about Magic. They don’t feel like Magic.

As a player, there are drawbacks in not seeing and not expecting a certain play types. As someone who’s making a game, there are massive, fatal errors to not expecting certain play types.

So I thought, “A player will play a Rumor card to kick off a dungeon. The players will pitch in Monster and Musty Chamber cards. Then the party will run a dungeon.” A sound plan. If there’s, say, seven Adventurers and three players, then how many and which Adventurers will go into the dungeon? How do I balance that so they don’t roll over the Monsters? What Musty Chambers are used? How many Monsters are there?

I glossed over some issues and I needed to specify solutions. All the while, I want the answers to be simple, intuitive, and thematic. Simple means that folks don’t have to consult the book. Intuitive works in the same vein, more, it needs players to anticipate the design because it makes sense. That feeds right into thematic. The DPD rules should never make players feel like they’re playing a game; they need to feel like they’re moving their Adventurers to a dungeon.

In the interest of keeping these short, that’s all I have for today. I’ll finish next time with my solution.

Next Week: Theory and Practice, Part 2

Later:

-Musty Chambers and Rumors: Interactions and overlaps. General versus specific. Feel of a Rumor versus function of a Musty Chamber in a dungeon.

References:

http://magic.wizards.com/en/articles/archive/making-magic/ten-principles-good-design-part-1-2010-05-03

http://magic.wizards.com/en/articles/archive/making-magic/ten-principles-good-design-part-2-2010-05-17

If you know me, you know I’ve been working on a game called Dead Parents Dungeon. I’ve been looking for a new Thursday project since 17 to 01 wrapped (I don’t produce daily content here, but that is my goal). I considered a 17 to 01 YouTube series, a Chrome extension development blog, a podcast/journal for a new roleplaying game with the guys, and a second 17 to 01-esque podcast with other folks. But then I realized I’ve been working on DPD for a while and I need to get it done. In fact, it’d be shitty of me not to work on and bring it to completion. Besides, I try to keep random projects for Wednesdays and I might use that to float some of those other ideas.

The idea behind Dead Parents Dungeon (DPD) is that a single deck of cards can accommodate 1-5 players who control Adventurers. The Adventurers will complete dungeons and use the Scars & Silver they earn from the dungeon to have kids who become Adventurers. The cycle repeats until a player’s Adventurers retires and the player who reaches ten points of Retirement first wins.

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