DPDDB

All posts tagged DPDDB

(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: Making the first set of twists.

Last week, I put out the first half of the Twist! cards I drafted up. This is a first draft and these cards (as well as the rules as a whole) are going to be scaled back and redesigned to make reasonable compromises for simplicity, flavor, and consistent play.

Battle of…This Village – Each family chooses “Sides” or “Survival” The five most screwed members of each family die, but:

“Survival” — The family rolls combat. For each C result, prevent the death of a family member.

“Sides” — Draw 3 monster cards and take their heads. If any of your family in the village are still alive, play a retirement card for free. If no members of you family in the village are alive draw and play two baby cards as orphans and play an Adventurer card from your hand.

Discard

Comment: Wow, that’s long. I’ll keep it to stress-test templating on test cards because that wall of text is a test. I should not evereverever branch options like in the Sides/Survival split followed with the Retiring Survivors/Free Orphans split. Blegh. The stated “Discard” instruction does not help. Are these kept by default or discarded? Which type of card is going to be simpler? If all the Twist! cards that hang around have C/M/H values to get rid of, do they all have to be things the party can get rid of? How many can be out at once?

Continue Reading

(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: Making the first set of twists.

Things have been shitty. Not shitty enough to justify not updating, but still kinda shitty.

The reboot (DPD 2.0) has been focused on making Twist! cards give a more narrative direction to the feeling of the game, as more complicated mechanics get stripped away. I haven’t actually made any Twist! cards yet and I’m glad I waited to draft some.

My first take on things is the “spaghetti” draft, where I freewheel out the concepts I want those things to do and see which ones stick. Changes are made on the fly to make everything work out. I try to figure if how the changes ripple backwards and what the harm is to them. Hope you enjoy this pile of sticky Italian.

Pirates! – The largest family with a baby sets that baby to Kidnapped. That family draws 2 Monsters and keeps the heads.

Comment: This was my first card concept that used a baby status. The second was the Baby Lich monster which only worked if you had a baby set to Dead. “LOL, dead babies,” I guess. I’ve been hammering at this game for a long time.

Continue Reading

(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.

Continue Reading

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: Last week I went to a wedding in Michigan and had to take a few flights because Michigan is poorly located in relation to the South. Without the distractions of the internet, I was (unwillingly) able to focus on nothing but projects so I got a lot of work done. I finished all of the beta cards for Dead Parents Dungeon. Yay!

But instead of printing out pre-Alpha cards, playtesting, and editing on the fly, I’m doing a total rehaul. I’ve mentioned how Dead Parents Dungeon is “meh” on Death, low on Parents, and high on Dungeons. The Beta redesign addresses that.

Continue Reading

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)

Continue Reading

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.

Continue Reading