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Dungeon Party RPG

Industry news, gaming reviews, ideas and any other topics roleplayers might enjoy.
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Postby ErrinF » Sun Nov 25, 2007 7:46 pm

No problem. It's actually pretty common for rules to be misinterpreted for any RPG. Hope you find the game even more enjoyable now that you know the exact way to play it. The way I see it, you were simply playing a variation before using your twist on the rules... I've actually pondered what it would mean if Treasures merely substituted Characters as you were doing. It's probably make the game much tougher, I think.
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Postby Cramulus » Fri Jan 11, 2008 6:31 pm

Hey Errin!

I love the solo-dungeon RPG angle. A few years back I developed a game like this, but yours does the job much more elegantly. I printed out all the rules and put them in a 3-ring binder so I could play when I got home from work. I played for about an hour... here's my commentary...

Overall comment: A fun game! I could easily waste hours playing it. It could use some cosmetic help though.

My major comment is that the rules could be better organized. You should put all the die-roll results on a table, instead of listing the possible monsters and treasure in a paragraph. Furthermore, there are no paragraph breaks to make it easy to find the table you're looking for. At least bold-face the "Table A" and "Table B" parts so if you're glancing at the page you can find what you're looking for.

There's too much flipping through the rulebook. Literally every time you do something, you have to look it up. I think when you reference a monster, you should also reference the character who can kill it.

For example when you roll a 1,1 for an encounter, the entry should read "Anansi Spider (R)" instead of just "Anansi Spider". This would save you from having to flip to that monster's entry to find out if you can kill it or not. Same goes for the treasure. I found that most of the time I playing the game was spent looking up things on tables.

It would speed the game up a great deal if you put the encounter and treasure tables on the same page.

I also didn't use the tiles, as it seemed kind of time-consuming.


My other comment is that some of the wording is very complicated. For example, the following sentence: (from page 5) "When a door is moved through, the Party proceeds to whichever room is immediately in the direction of the door as it is placed within the room that the Party is moving out from; In other words, whichever direction the number of a door is in a Room is the direction in which the Party moves through that door." whew! Try reading the rule book out loud, you'll be able to hear better phrasings for some of these rules.


Question - When you find a treasure that nobody in the party can use, you can still pick it up, right? (because you can sell it for XP after you leave the dungeon)

I played it pretty safe and ended my first game with 189 XP.



Thanks for the game!


CRAMULUS
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Thanks for the feedback

Postby ErrinF » Tue Jan 15, 2008 1:12 pm

I see how most all the points you make can be used to improve Dungeon Party's playability.

I haven't dealt with the game myself for quite a bit, but I will definitely think about giving it a second look and seeing how I can make it more accommodating. What I would usually do in these situations is create an additional pdf that would have quick-play rules with a barebones guide to all the tables and such you mentioned... only I may not have the time to get around to it for a while. I doubt if I will re-word the rules much, though, as I deliberately am over-explanatory in certain rules to make sure that there is no confusion among whomever may end up playing the game.

Thanks for enjoying the game and commenting on it, and you are indeed correct about being able to hold onto treasures you may not use when you first find them, as you may still 'cash them out' when outside of a dungeon, or merely hang on to them until a character joins the party that can use the treasure.
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