I would have Daggerfall flashbacks if I tried to map that π
You could do that as an alternative to finding stairs down - instead you find a gentle slope that goes under the previous tunnels, then start a new floor.
I would have Daggerfall flashbacks if I tried to map that π
You could do that as an alternative to finding stairs down - instead you find a gentle slope that goes under the previous tunnels, then start a new floor.
Since I'm playing in a notebook, I will just shorten or slightly extend rooms as needed and make doors (they must have been hidden the first time through π ) to connect to previous rooms. Here is a messy example from a recent game.
I love the approach of having "hard coded" rooms that happen at certain intervals. I wish I would have had this a few weeks ago when my group was exploring a cave system. I love that d20 table. I may use that for the game I'm running with my kids that is (of course) set in the Minecraft world π
Yes I was just thinking a few minutes ago (after my Dwarf Warrior's untimely demise) that I should try human again next, and really there isn't a situation where they are better. I think I should update it to +1 attribute and +1 skill, so they don't get modifier bonuses that boost them long term, but start slightly farther along than other races.
Ended up going in a slightly different direction with this - I made a mini solo RPG that uses random maps (6 different room shapes) but you could play it with your magnetic tiles as well! Iβm still finishing up development and making tweaks as I play, but itβs finished enough to play test, if you are inclined to try it out with my maps or your own π
I will do that if I can manage to get it done! π
I love the magic system in Genesys, with just basic spells (attack, heal, augment, curse, etc), some varying effects with suggested flavor (e.g. "Ice" adds ensnare to an attack, but mechanically it doesn't matter if it is vines, goop, whatever), and how much that effect increases spell difficulty. It lets the players go into a brainstorming session trying to come up with a spell to get out of a very specific situation, and having the game support almost anything.
E.g. this create water idea could be an attack spell with the poisonous quality (making it a hard check), which requires the target to make a hard resilience check or take a bunch of extra damage and strain, which for a skilled mage against a non-boss creature (e.g. an overly ambitious bandit) is well within one-shot range. If they pass the check, they would still take damage from the attack, but would be able to cough up most of the water before it got too serious.
This system sounds very cool also, and I have recently heard of Mage in another thread. I would like to play a system that gives players the ability to come up with spells that the GM doesn't know ahead of time (I seriously dislike long lists of predefined spells), but also has a little more of that hard magic-science set of rules to satisfy my inner Sanderson fanboy. I have built in some external scaffolding around the magic in my Genesys setting that does this, and it has been a ton of fun so far.
My main gripe is that I wish I had more time to play RPGs (more than a couple sessions a month) so I could try out more systems.
Love that! Makes me want to set up a bunch of map tiles and run a random "draw the next room from a deck" dungeon crawl.
In the old Bionicle Adventure Game, whichever player got to the edge of the map drew the next tile, and got to choose how to connect it, if there were multiple valid paths in/out.
I have been loving Return to Moria, and also picked up cyberpunk 2077. Not sure your specs but both of those run great on Steam Deck
But have you tried Outlook (NEW) and Teams (NEW)?? Microsoft made changes to deeply integrate copilot into them, while making the UI unintelligible and broken as well. It's a much more authentic Windows experience
Love me some Plasma. I'm still running the default styles after over a year as well. It's just nice.
I really should spend some time experimenting with customizations though
The simple shapes come together to make some really interesting linked paths! And I did design it with the idea of being able to add in more rooms, or spells, etc, as you want, since it is a solo game. I really wanted to keep everything 1d6 friendly