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Post by mister frau blucher on Nov 2, 2011 15:05:13 GMT -5
Hey everyone,
As you are aware, we make programmed solitaire adventures.
We also have a free ruleset, which many customers have requested we expand into a more comprehensive system. We have had a bunch of internal discussions about this, as detailed on previous boards and summarized elsewhere on these boards (in the LAW section). Basically, it has to be done right.
There have been a few requests to expand the Redpoint Campaign Guide.
Now I am wondering this - are we too hung up focusing on doing adventures in the programmed format? Should we write some adventures in the more standard (ie non-programmed) rpg format? I know we could be a bit more productive if published more adventures without the programmed aspect, as it is more time-consuming to write and playtest. The advantage of having a programmed adventure is that it is easy to run solitaire. But I know several customers who do not play solitaire. Should we branch out and provide some more traditionally written adventures?
How about a more detailed fantasy world? The world of Tyrin was our original, all-purpose fantasy world, and I have developed one section of it with the RCG, along with all the adventures I have written for our company. Is there much interest in developing it further, or maybe another area, or another world altogether?
I guess I am trying to guage what else, if anything, our friends would like to see from us. So please feel free to take this opportunity to talk to and about us! Suggestions, criticism, and all thoughts are welcome.
Thanks so much!
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Post by Lord Inar on Nov 2, 2011 15:33:55 GMT -5
I'm one of those who doesn't play the games solitaire (although I sometimes GM them with no prep, just reading the paragraphs and ad-libbing as necessary).
I see the appeal of the solo adventures as a bedrock and your defining characteristic. That being said, background and maps go a long way to aid in the immersion process. I wouldn't do another world, since I think there is enough uniqueness in Tyrin.
I've always thought that maps which showed exactly where adventures (and future adventures) take place are really quite helpful (as you did with the Tyrin map).
I do like the idea of a gazetteer to flesh out regions etc, with some key rumors, simple adventure ideas, etc. I always thought that's where TFT fell down was in only having the coherence of the world come through the play of the adventures and not having any background information that players could use.
A bit of a ramble and I might have more to say on the matter later!
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Post by nukesnipe on Nov 4, 2011 22:28:11 GMT -5
As one who only plays solitaire, the GM games would be lost on me. However...
More fleshed out settings for all three genres might prove inspirational for those inclined to write modules for DCG.
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Post by doublefish on Nov 7, 2011 18:24:04 GMT -5
Honestly, I think what makes Dark City Games special is the ability to run your modules solitare. I've done one solitare and two with one other person, but I've been a player in those as well (not in DM mode).
There are numerous other sources (Paizo, Wizards, etc.) for standard modules.
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Post by mister frau blucher on Nov 10, 2011 11:38:08 GMT -5
OK, guys, thanks for your input so far. Indeed, our identity is solitaire adventures, and that is not something we are going to abandon.
But I am wondering if another format might have appeal. Perhaps an adventure where there is one encounter per page, laid out with options for mastered or solitaire play. Similar to Orcslayer in format, maybe. This would make it much easier on the game master, but probably less immersive for the solitaire player, as you are not cutting from scene to scene, conversation to conversation directly. For the solitaire player this might make the experience more abstract.
I am not saying we would convert all adventures to this format - we certainly won't - just curious if it has any appeal at all.
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Post by nukesnipe on Nov 10, 2011 13:00:52 GMT -5
Do any of you remember "Master of the Amulets" for TFT? That's the one that had you trekking all over creation looking for the amulet that let you go home.... What about something like that where you were traveling across the map in search of something with a mix of random encounters and randomly selected set piece encounters (ala "Orb Quest")? Would that cater to both interests? Just tossin' a couple of pennies on the table.... Regards, Scott
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Post by mister frau blucher on Nov 17, 2011 14:03:22 GMT -5
Hey, Scott,
Master of the Amulets was my least favorite, personally, of the microquests. Specifically, the whole just felt TOO random. The others had more plot and background, even if it was, "kill the stuff in these rooms and maybe the Thorsz will hire you." The way the rooms (DT) and locations (Grail Quest) were structured gave you the feeling of being in a real plot. Conversely, the random nature of MA's amulet distribution, random encounters (despite a few set-piecese like the wild hobbits) made me feel that I could just roll dice and assign treasure on a hastily sketched map, and start fighting on my own (which I did without buying MA anyway). That adventure felt a bit hollow to me, I think I only played it once.
Now Orb Quest still had the paragraphs, was welded to the Thorsz by plot, but had random generation of room contents, from one of three possibilites for each. But the random encounters still had their own paragraphs, so it felt meaty to me. i really liked Orb Quest, and was hoping it would herald a return of the microquests - but that was not to be.
Now the main advantage of the three possibilites for each room was replayability, as I saw it. But that adventure was very short - six encounters total, wasn't it? So you had about 16 encounter write-ups to generate six encounters (the last was always the same, as I recall, no random determination). Also, that adventure was totally linear - ie, there was no branching of the plot, which are critical to our adventures, where you make your own paths.
Still, maybe there is a lesson there we could re-examine and learn from...OK, brain going into Think mode...watch out for shranel!
Thanks for the thoughts, Scott!
Bret
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Post by nukesnipe on Nov 19, 2011 15:55:50 GMT -5
Brett,
I think we are on the same page. My issues with MA are almost exactly as you stated.
I think OQ had two setpiece encounters: the hydra on the top floor and the octopi on the exit. It's been forever since I played it, and I'm too lazy to dig it out of its footlocker right now. ;D
I think what I was trying to convey in my previous email was the idea of multiple/parallel plot lines that reach the same destination.
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Post by Lord Inar on Nov 29, 2011 12:06:45 GMT -5
OK, how 'bout this one? A DCG wiki. I already made one that gets some use for one of my favorite other games, Villains and Vigilantes, and would be willing to set up one for DCG as well. See here: villainsandvigilantes.wikispaces.com/I think it could be used to expand the world descriptions, be a gazetteer, sample characters, creatures, etc. I must admit I really like the Redpoint Campaign guide, but feel that the presentation, which is great for the solo adventures, doesn't work as well for me, feeling a little cramped. What do you guys think?
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Post by lkmjbc3 on Dec 5, 2011 20:45:37 GMT -5
I really think that the "Fire in the Streets" adventure should be your guide. I would love to see more background... and then have that background used in an adventure....
The same for some of the newer rules suggestions... What better way to present them?
A pre-programmed adventure that showcases either the added background and/or the added rules....
Joe Collins
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Post by mister frau blucher on Dec 6, 2011 12:19:26 GMT -5
Joe,
Thanks for chiming in!
In the last two weeks, wrapping up Emerald Twilight, i have been thinking something similar to this. The RCG focused on all of the Stormspeake Peninsula, plus the city-state of Redpoint, and had the Fire in the Streets adventure.
I was thinking of narrowing the focus down quite a bit, like say for example the Hill Baronies, and do part gazeteer and part adventure, or maybe two adventures. The whole could be used as a hexcrawl, and would have utility in that regard for both gamemastered or solitaire play.
I haven't checked the numbers in a while, but RCG is one of our top sellers, so maybe we should learn from that!
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Post by sgthulka on Mar 12, 2012 11:13:32 GMT -5
I agree that programmed adventures are your bread and butter and identity. That, and being able to include your simple rules in the same package are great. On other forums (Dragonsfoot, Lead-adventure, Paizo, the miniatures page, etc.) every once in a while the "recommend a solitaire dungeon crawl" question comes up, and inevitably either I or someone else chimes in with a Dark City Games recommendation.
That said, there are two things I would love to see from you guys. The first is your more detailed version of the Legends system. I love geeking out with the tactical aspect of the game, and the de-facto version of Legends is just a little to "lite" for that.
The second, hand-in-hand with the first, is a recommendation for programmed enemy tactics. Maybe three seperate flow charts, for melee, ranged and caster enemies, describing how they will act in combat, so that you can pretty much eliminate all GM decision making altogether. For an example of what I'm talking about, the game Dungeon Bash had excellen flowcharts like this for the 3.5e D&D system.
Personally, I'd like to see these as free downloads. But I'll admit I'd buy them if they were bundled in a pamphlet/ziploc for 12.95 the way your adventures are. Maybe include some counters and a hex map of an arena just like Melee did so it feels like an entire game instead of just an expansion.
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Post by mister frau blucher on Mar 12, 2012 13:26:34 GMT -5
Sarge,
It is great to hear from you! Welcome to the new forum!
I lurk on the Lead Advenutre forum and I noticed you have recommended us several times to people looking for rules-lite adventuring. Thanks!
I'll take a peek at Dungeon Bash. That is an intriguing idea.
As far as an expanded version of LAW...stay tuned...
Bret
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Post by hastati on Mar 13, 2012 4:11:50 GMT -5
As far as an expanded version of LAW...stay tuned... Bret I very much look forward to this.
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Post by Deleted on Jul 29, 2012 22:54:01 GMT -5
Do any of you remember "Master of the Amulets" for TFT? That's the one that had you trekking all over creation looking for the amulet that let you go home.... What about something like that where you were traveling across the map in search of something with a mix of random encounters and randomly selected set piece encounters (ala "Orb Quest")? Would that cater to both interests? Just tossin' a couple of pennies on the table.... Regards, Scott that sounds fantastic to me! i was hoping to one day come up with something like that myself. an overworld map and some random encounters Barbarian Prince styled. i really don't care if it is the existing campaign world or a different but i would think it would be easier and more useful if was the current Tyrin? world. it could be used in between modules to handle travel and general character maintenance chores (buying/selling). also, the random encounters would give characters a chance to earn that 1 or 2 XP they might need to upgrade something to the next level before starting a serious adventure. i suppose this could also act as an expanded campaign guide too. i'd drop up to $50 on something like this, depending on how many different random encounters it included and how many towns were fleshed out in it. with something like this, adventures could become more modular, shorter, and sweeter. just specify where it occurs on the map and you don't have to write any numbered paragraphs that allow characters to run back and forth to town to heal, buy, sell, or gather information.
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