πΏThe dungeon hates you. Bring torches. π₯
Grimshaw is the turn-based, old-school party dungeon crawler I've been building. Treasure only counts once you get it home. Not out yet, but here's what it is and why I'm making it. #gamedev
https://t.co/LKPHDjiIOH
@zoojoo_art Right! I'm unreasonably proud to have found a place for it in the game.
It's a trade-off. Triggering a trap can make noise, attracting monsters.
There is a complex interaction between risks in OSR games that modern DnD has lost.
Spent the night sending my adventuring party through a meat grinder of traps in Grimshaw. Pits, spiked pits, falling rocks, scything blades, arrow traps and poisoned needles are all in.
Spot one first and you can set it off with a 10'-pole. Nobody has to stand on it. #gamedev
@newbiedm Sure, but I also suspect most people complaining would have been find if they policed social media to make sure the person wasn't too woke or radical.
Not on my phone now so can type. If territorial control is supposed to mean something then Player B. At some point it has to flip or there's no point to settlers. This is a deeper game design question though and what you want out of it. Where do you want the risk and strategy invested in play?
The vision of a game development studio is in its people. Not its name, not its technology, not its valuation. Its people. Studios come and go but the people carry on. I look forward to the great games they will create. #gamedev#bioware
@Gingerblast When you read other rules you instinctively distill it and summarize to yourself and you e plain that distillation. Your own rules aren't that way and you struggle with the full weight of it.
@RyanJ_KOL You assign roles while setting out. This layer plays out narratively with a few choices too that can steer the outcomes.
Larger parties help with roles but hurt when dividing experience from the haul
Fun time last night building out the Journey system for Grimshaw. Characters can be guide, scouts, hunters, guards, or quartermaster. The real choice is what you leave uncovered. No guide? The storm takes its full toll in rations and days. #gamedev
Heading out, the road sets how you reach the dungeon: wounded, short on rations, worn or heartened. Heading home, your haul is at stake, and a hard trip could mean weeks of recovery in town. Risk a reckless route for better finds?