Duff
2024-02-14, 05:04 PM
I’m looking at game design for a fantasy game that would reward having and using a range of different ways to solve problems.
I’m thinking I’d like to see each of the following being about equally represented but I’m worried I’m missing “categories” of situations, problems or solutions that are likely to come up
Combat – Melee monsters in reasonably confined space
Ranged monsters in reasonably open space
Complex monsters – The Monsters have powers (being incorporeal, or swimming or invisible or having mind control powers that make them tricky to deal with
Planned monsters – You know where you’re going to go and what you’re going to do when you get there, and you better bring you’re a game because you know what you’re getting in to
Scouting – Stealth and perception checks. Decisions about how close to get to see more without too much risk of getting caught
Mechanisms – locks, traps and other devices
Survival – Finding paths, food, shelter, knowing what sort of creature you’re looking at and how to avoid it trying to eat you
Lore – Research, knowledge checks, telling the players the story of the world. Also having contacts who can give information or introductions
I'm aware that my categories affect how the focus runs - the thinner I slice things the more of it you'll see. EG i could bundle combat into one and then my even split would see less combat.
I'm not really looking for people's individual preferences for how much of any sort of encounter they want to see, and I know there's often more than one way to deal with an encounter. But also, there's often 1 obvious way to deal with a situation and others are obviously alternate solutions.
I’m thinking I’d like to see each of the following being about equally represented but I’m worried I’m missing “categories” of situations, problems or solutions that are likely to come up
Combat – Melee monsters in reasonably confined space
Ranged monsters in reasonably open space
Complex monsters – The Monsters have powers (being incorporeal, or swimming or invisible or having mind control powers that make them tricky to deal with
Planned monsters – You know where you’re going to go and what you’re going to do when you get there, and you better bring you’re a game because you know what you’re getting in to
Scouting – Stealth and perception checks. Decisions about how close to get to see more without too much risk of getting caught
Mechanisms – locks, traps and other devices
Survival – Finding paths, food, shelter, knowing what sort of creature you’re looking at and how to avoid it trying to eat you
Lore – Research, knowledge checks, telling the players the story of the world. Also having contacts who can give information or introductions
I'm aware that my categories affect how the focus runs - the thinner I slice things the more of it you'll see. EG i could bundle combat into one and then my even split would see less combat.
I'm not really looking for people's individual preferences for how much of any sort of encounter they want to see, and I know there's often more than one way to deal with an encounter. But also, there's often 1 obvious way to deal with a situation and others are obviously alternate solutions.