Excellent job breaking things down to their core; this makes it easier to see what is important in a solo RPG adventure, by trying to understand "what is missing"... 1) An important aspect of dungeons is the concept of "levels" which increases the treasure one can gain (the monster difficulty increases too). This is a strong incentive to continue adventuring for the advantages to be gained by "going to deeper levels". If you add levels, you will probably have to increase the cap on character abilities too? 2) The ability to hire "henchman" is important to help increase the chances of long-term success for the main character. They must be paid & fed. This concept would also be linked to the ability for multiple player characters. 3) The concept of "exploration" is important, where one can discover the boundaries of the land mass, the ocean & other land masses. This also creates "regional politics" which includes both war/peace and trade. 4) Gaining "influence" in the region is also a strong incentive for playing. This is an advanced concept that manifests in play, once one has achieved good success in the dungeons. Being able to construct a "stronghold". This allows players to attract a following, help to defend the local inhabitation from regional attacks, engage in offensive regional attacks & create passive income. I think these things are important for long-term re-playability.
Love the idea! And would love it even more if it had a multiplayer mode. You know, like a 2+ players co-op variant or something. Do you think it could be possible? There's definitely a lot of potential in this tiny beast! ;)
@@MelvLee I would really appreciate that, so thanks in advance! Also, another question, if I may: I noticed that there are several (lesser) differences between the stats, effects & results on the cards at the end of the rules PDF and those attached as separate image files. Which one would be more up-to-date, which one would take precedence?
Good job! I just played 3 games. In the first 2 I was killed by Wyverns before reaching the dungeon... in the third I managed to explore 3 dungeons (I died in the third one far from 120 gold).
@@MelvLee Yea! I remembered the flee rule the third time. A question, for flee is attack -1 correct? To run away from a wyver would you have to get a 5 or 6?
@@MelvLee I'm not sure about this flee thing, though... In the rules, it says ATK -1, then in the example with the Wyvern it says DEX 5 (ATK4 -1), as if the numbers were switched?
Love the game, but I have a few questions. How do I get to the dungeon and how do I get out to reach the settlement again? The game ends when I reach 120 gold? The middle and ending are not clear to me. Sorry.
Hi Dheyrdre, Thanks for playing! To travel to a dungeon, the player will need to roll on the journey till next dungeon (In the middle of the card 1-2 = 3 , 3-4 = 4, 5-6 = 5 ) to determine how many wilderness encounter before the player reaches the dungeon. To travel back to a settlement, player will have to travel in the wilderness and rolled on 6 in the encounter column. Alternatively, Player can also use the teleport spell which allows player to instantly teleport to a settlement. I am planning on expanding it so there is always a way to get to a settlement by sacrificing some gold (and hire a carriage!) in the future update. And you are right, the game ends when the players reache 120 gold as they can now retire from the dangerious adventure life!
@@dheyrdremachado6144 Yes! onces you finished a dungeon, you will be have a chance to recover some health and you will start the Wilderness phase again so you can travel to another settlement! I will also make it clear in the future update that player can skip the dungeon if they don't feel they are ready by continuing on the wilderness (roll for another Journey till next dungeon)
Fantastic work!!! Will be playing this evening...Similar to a small game I made that I call Suicide Gauntlet. This is a bit more involved which I can totally appreciate. lovely stuff...thank you for posting/sharing!
Excellent job breaking things down to their core; this makes it easier to see what is important in a solo RPG adventure, by trying to understand "what is missing"...
1) An important aspect of dungeons is the concept of "levels" which increases the treasure one can gain (the monster difficulty increases too). This is a strong incentive to continue adventuring for the advantages to be gained by "going to deeper levels". If you add levels, you will probably have to increase the cap on character abilities too?
2) The ability to hire "henchman" is important to help increase the chances of long-term success for the main character. They must be paid & fed. This concept would also be linked to the ability for multiple player characters.
3) The concept of "exploration" is important, where one can discover the boundaries of the land mass, the ocean & other land masses. This also creates "regional politics" which includes both war/peace and trade.
4) Gaining "influence" in the region is also a strong incentive for playing. This is an advanced concept that manifests in play, once one has achieved good success in the dungeons. Being able to construct a "stronghold". This allows players to attract a following, help to defend the local inhabitation from regional attacks, engage in offensive regional attacks & create passive income.
I think these things are important for long-term re-playability.
Love the idea! And would love it even more if it had a multiplayer mode. You know, like a 2+ players co-op variant or something. Do you think it could be possible? There's definitely a lot of potential in this tiny beast! ;)
Hi there!! Yes I think that is possible! I need to have a think about it but maybe it will be probably be 2 cards instead of - 1 card per player :)
@@MelvLee I would really appreciate that, so thanks in advance! Also, another question, if I may: I noticed that there are several (lesser) differences between the stats, effects & results on the cards at the end of the rules PDF and those attached as separate image files. Which one would be more up-to-date, which one would take precedence?
@@ソルグル Hi there, the cards would take precedence! I will update the ones on the rules soon :)
Can this be played with a d20?
Good job! I just played 3 games. In the first 2 I was killed by Wyverns before reaching the dungeon... in the third I managed to explore 3 dungeons (I died in the third one far from 120 gold).
Haha, I know it can be really difficult. I have added additional rules to allow character to flee from combat. Hope that helps!
@@MelvLee Yea! I remembered the flee rule the third time. A question, for flee is attack -1 correct? To run away from a wyver would you have to get a 5 or 6?
That is correct! Probably need to roll a few times but still better than getting stuck with a Wyvern as the first encounter :)
@@MelvLee Nice game my friend!! If you can take a look at my creation: ruclips.net/video/b6hKOdbcpfo/видео.html
@@MelvLee I'm not sure about this flee thing, though... In the rules, it says ATK -1, then in the example with the Wyvern it says DEX 5 (ATK4 -1), as if the numbers were switched?
Love the game, but I have a few questions. How do I get to the dungeon and how do I get out to reach the settlement again? The game ends when I reach 120 gold? The middle and ending are not clear to me. Sorry.
Also a player sheet with squares to put our dice on and keep track of things, it'll be awesome. If possible.
Hi Dheyrdre, Thanks for playing!
To travel to a dungeon, the player will need to roll on the journey till next dungeon (In the middle of the card 1-2 = 3 , 3-4 = 4, 5-6 = 5 ) to determine how many wilderness encounter before the player reaches the dungeon.
To travel back to a settlement, player will have to travel in the wilderness and rolled on 6 in the encounter column. Alternatively, Player can also use the teleport spell which allows player to instantly teleport to a settlement. I am planning on expanding it so there is always a way to get to a settlement by sacrificing some gold (and hire a carriage!) in the future update.
And you are right, the game ends when the players reache 120 gold as they can now retire from the dangerious adventure life!
That is a good idea!! I will probably create a seperate business sized player sheet card for that :)
If I enter a dungeon, is it possible to exit and go back to the settlement? Or the dungeon is the final "level"of the game?
Thanks for the answers :)
@@dheyrdremachado6144 Yes! onces you finished a dungeon, you will be have a chance to recover some health and you will start the Wilderness phase again so you can travel to another settlement!
I will also make it clear in the future update that player can skip the dungeon if they don't feel they are ready by continuing on the wilderness (roll for another Journey till next dungeon)
IKEA table?
Now I just have to buy more D6 dices. Thank you!
Haha Never have enough D6s :P
@@MelvLee I hope one hundred will be enough xD
This is awesome man!
Thanks for watch!!
Fantastic work!!!
Will be playing this evening...Similar to a small game I made that I call Suicide Gauntlet. This is a bit more involved which I can totally appreciate.
lovely stuff...thank you for posting/sharing!
Thanks! Is your game shared anywhere? Would love to have a look !