The Next How to Host a Dungeon?
This weekend I discovered that I'm near the bottom of the second printing of How to Host a Dungeon! So now I'm starting to think about what the next printing will look like. So what do you want to see or think would be cool in a new version of How to Host a Dungeon? Good as is? Needs more monsters and villains? Or something else entirely?
Labels: howtohostadungeon
6 Comments:
The problem I ran into was just that the age of monsters took forever to run through. When I added the PCs this took the longest amount of time to process. Anything to speed this portion up would be very helpful
March 28, 2011 at 8:54 AM
I'd like to see optional rules systems that develop it into a genuine solitaire game, with goals and interesting decisions. Like, you want to reach Glory score X, or ensure each age lasts X turns, or foster a chosen civilization so it touches all four map edges. Or something like that. Make it possible to win or lose.
March 28, 2011 at 10:17 AM
I'd like to see a bit more in the way of examples and sample play. I have to confess there are a few rough spots in the explanations where don't quite understand; I wind up just winging it and hope for the best. (Room size and treasure placement/scope, comes to mind.)
And yes, I will freely admit that maybe I'm a bit slow; it's just a tad confusing for some reason.
March 28, 2011 at 2:33 PM
I recently introduced my brother to the game, and he and I started on a list of small issues that we felt needed fixing. As Boric G alluded to, there are portions of the rules explanations that are a bit... challenging. I think that some of the text just needs to be cleaned up and made clearer. Of course, you could always add more races, etc etc.
March 28, 2011 at 4:44 PM
Ohh Expand the sandbox around the dungeon or maybe that's just another game called How to Host a Wilderness (err or Sandbox)
I started hacking HtHaD for that but I am not such a good designer ;)
March 29, 2011 at 9:28 AM
First and foremost, I would second that I would like to see optional rules that develop it into a genuine solitaire game with goals etc.
Or how about rules for creating a simple characters to romp through and try to destroy what has developed witin, again just for solitaire, we have RPG's and miniature rules for dealing with this otherwise.
Also I would, like Boric G, like to see more examples of play.
But as I said before, push a little bit more towards a solitaire version (that we could all still use as a dungeon builder as well, honestly I use this for my kids when I build Fighting Fantasy RPG dungeons now, they do it with me them I GM the dungeon). A solitaire goal orientated version would be fantastitc for those longer journeys, or an evening of peace and quiet (with kids, your having a laugh!).
April 11, 2012 at 4:09 AM
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