Dead Parents Dungeon

All posts tagged Dead Parents Dungeon

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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