tag:blogger.com,1999:blog-2657266526705426756.post3937398333509891010..comments2024-03-26T04:58:54.326-04:00Comments on The Wandering Gamist: On the Dungeon Dimensionsjedavishttp://www.blogger.com/profile/08586249502818922886noreply@blogger.comBlogger4125tag:blogger.com,1999:blog-2657266526705426756.post-77988139395791858452014-05-07T22:13:04.120-04:002014-05-07T22:13:04.120-04:00Sure; cyborg all the things. We are the head, the...Sure; cyborg all the things. We are the head, they are the hands!<br /><br />Never claimed DMing a resource-management focused game was easy... :P<br /><br />Hmmm... what I'm hearing is that the danger level wasn't high enough on the way back out. The times hard encounters did trigger on the way out (goblins while carrying the wishgold) were exciting. Also the demographic failure we discussed in gtalk and which might make a good post.<br /><br />Fast-failing ACKS is TPKs for everyone! I also think urban subterranean dungeons are a viable solution to the long hike back problem; they're just a little tricky to make sense of in the world (but traditional, back to Castle Greyhawk and Blackmoor and Wraith Overlord 'neath the City State).jedavishttps://www.blogger.com/profile/08586249502818922886noreply@blogger.comtag:blogger.com,1999:blog-2657266526705426756.post-1120982070703398892014-05-06T15:38:33.981-04:002014-05-06T15:38:33.981-04:00The handling of darkness and resource-tracking in ...The handling of darkness and resource-tracking in a tabletop game really begs for some kind of hybrid computer-tabletop game.<br /><br />For the DM to have to recalculate what's visible, ensure that all players are tracking resources appropriately, and handle actually running the dungeon seems like a bit much to me.<br /><br />At their best, our ACKS dungeon adventures have been amazing (that one teleportation object horror story comes to mind). The bad ones have been tedious (okay, where do we look next? oh god something deadly, no treasure today we gotta get back to town).<br /><br />The DM resource utilization involved means that this process takes longer than real-time (obviously), which is fine when the experience is good, but can make a bad one excruciating.<br /><br />The way Trailblazer handles this is to mitigate the bad experience as much as possible (darkvision, skills, 10-minute rest, less-deadly poison).<br /><br />This leaves an obvious gap to me: how do you make a fast-failing ACKS? What level of abstraction is acceptable in a simulation-type game?Anonymoushttps://www.blogger.com/profile/13159737770614165905noreply@blogger.comtag:blogger.com,1999:blog-2657266526705426756.post-43086534112495749482014-05-05T20:18:54.143-04:002014-05-05T20:18:54.143-04:00You know, I've never actually done dungeoneeri...You know, I've never actually done dungeoneering in Trailblazer. My gut reaction is that there's too much darkvision, skills, and in-situ resource replenishment for it to work particularly well for it. Was thinking a more fantastical ACKS, myself.jedavishttps://www.blogger.com/profile/08586249502818922886noreply@blogger.comtag:blogger.com,1999:blog-2657266526705426756.post-66875703213944110732014-05-05T19:31:59.952-04:002014-05-05T19:31:59.952-04:00Oooh, yeah, I'd play this. Really wish we coul...Oooh, yeah, I'd play this. Really wish we could do some Trailblazer stuff again.Anonymoushttps://www.blogger.com/profile/13159737770614165905noreply@blogger.com