tag:blogger.com,1999:blog-1796726216651686005.post3026370683367080820..comments2023-12-06T03:17:01.846-05:00Comments on Tabletop Diversions: Adventure in WellslandiaJohn Yhttp://www.blogger.com/profile/16465161620134394060noreply@blogger.comBlogger5125tag:blogger.com,1999:blog-1796726216651686005.post-44005808373348544632012-09-05T21:00:53.956-04:002012-09-05T21:00:53.956-04:00Thanks, John. :)
One of my cards, the rope bridge,...Thanks, John. :)<br />One of my cards, the rope bridge, gives the player a choice, splitting up their force to take advantage of the bridge - it can only carry foot traffic, or keeping the force together and backtracking at the cost of time (by adding an extra card to the top of the deck).<br />I expect I will create more cards over time. I can see having different card sets for different terrain, and having cards that give the player a choice between terrain types. Maybe a choice between to decks of the same terrain, but one has worse stuff to face and/or fewer days with no events, while the other deck has easier stuff but more cards. So it's a choice between tough but faster or easier but slower. Basically, there should be some difference between different possible deck choices.<br />I can also see having options for how the player handles encounters, like retreating in the face of an enemy you don't want to face, maybe because your force is hurting from previous encounters. The retreat could be automatically successful, or maybe could be played out as a rear guard action. You could also add in scouting rolls, affecting which choices the force can make.<br />I can see having more than one possible "end game" card, pick one face down at random and shuffle it in, so you aren't sure what your final goal will be.<br />I can see a LOT of potential in this card idea! :) Easy to experiment, customize, have reasons for smaller actions and quick games, all as part of a cohesive story, with some sort of climax. And when one story ends you can start a new from there.<br />Can you tell I'm enthused about this? lol I had the best solo game this past long weekend!Fitz-Badgerhttps://www.blogger.com/profile/15510866929782142007noreply@blogger.comtag:blogger.com,1999:blog-1796726216651686005.post-51325463707316385202012-09-05T13:58:41.193-04:002012-09-05T13:58:41.193-04:00Hello Jeff,
Thank you for stopping by and comment...Hello Jeff,<br /><br />Thank you for stopping by and commenting.<br /><br />I like the "path" idea, especially in a jungle setting like this where the party would actually have to make a decision about where to travel. <br /><br />In order to provide a rationale for a choice, I might consider turning over the first card of each path. If it's a combat encounter, the narrative could explain it as simply running from the threat. If they're both combat, the party runs from the greater of two evils into the waiting arms of the lesser.<br /><br />If you haven't already, be sure to check out Fitz-Badger's improvements to the system over his blog, soweiterleague.blogspot.com.<br /><br />-JohnJohn Yhttps://www.blogger.com/profile/16465161620134394060noreply@blogger.comtag:blogger.com,1999:blog-1796726216651686005.post-51538400185730018342012-09-03T04:10:30.947-04:002012-09-03T04:10:30.947-04:00A very enjoyable storyline, sir. Thank you for po...A very enjoyable storyline, sir. Thank you for posting it along with your rules.<br /><br />An idea for something bigger might be to have a few "decision points" in your setup. Build a much larger deck, then deal out "x" number of cards for each "path" the party might take. Some will obviously be easier than others . . . but the party won't know which ones, of course.<br /><br />I might well have to try something like this. Thank you!<br /><br /><br />-- Jeff<br />Bluebear Jeffhttps://www.blogger.com/profile/05171345165563779232noreply@blogger.comtag:blogger.com,1999:blog-1796726216651686005.post-90051861530683799762012-08-29T22:12:09.782-04:002012-08-29T22:12:09.782-04:00I think this method has a lot of promise for a fan...I think this method has a lot of promise for a fantasy setting - both in the wilderness and in dungeons.<br /><br />Maybe the dungeon entrance would be a card in the wilderness "deck" - and then use a separate deck for the dungeon encounters?<br /><br />Definitely something to think on!John Yhttps://www.blogger.com/profile/16465161620134394060noreply@blogger.comtag:blogger.com,1999:blog-1796726216651686005.post-80692560706476582902012-08-29T21:33:03.505-04:002012-08-29T21:33:03.505-04:00An enjoyable (and amusing) report and it looks lik...An enjoyable (and amusing) report and it looks like a fun game! It did strike me as "Jimland-like", not at all a bad thing. I like the idea of the survivors of one attack reinforcing the next one.<br />I also like the ideas of having a mission or goal, and "themed" encounters (although random encounters are fine, too).<br />I keep toying around in my mind with adapting some of the Jimland ideas to a fantasy expedition (as a way to get my old dwarves, orcs, goblins, etc. out for a "spin"). This report gives me more food for thought on that idea.<br />Thanks!Fitz-Badgerhttps://www.blogger.com/profile/15510866929782142007noreply@blogger.com