July 2012

Link: “Randomly Generated Shenanigans”
Describing the initial idea of determining a villain through selected minions.
“The minions describe the master.”

Link: “The Clue Connection”
There seems to be a strong link between Cluedo and Treasure Mountain!

August 2012

Link: “Repeatable Mystery Adventure”
Procedurally-generated maps are not enough, you need something more.

Link: “Persona and Repeatable Mystery”
Some events are fixed, some events are random. Social links are good, but aimless. Non-combat goals like “reach the top of Tartarus” would be good for social links.

Link: “Assassin’s Creed and Repeatable Mystery”
Short- and long-term, non-combat goals. Like city-building. “Rebuild the city” sounds like a good direction to take the game.

Link: “Treasure Mountain and Repeatable Mystery”
Now you have “fixed” social events like Social Links to develop, and you can build up a city (town management) to create short- and long-term social goals.

Let’s make the game’s “campaign villain” variable!

Link: “Arkham Horror and Repeatable Mystery”
Too much randomness makes a dull game. Let’s narrow down the number of monsters. The inevitability of the Doom track is a big deal, as is the struggle to strike some kind of balance between the Doom track and Terror level.

Link: “Tiny Adventures and Repeatable Mystery”
Create expectations and fulfill them. Give the player choices, give them clearly-defined milestones, and fill in adventure details like they’re Mad Libs.

Link: “Sustainable Adventure-Based Economy”
Time passes, day and night change. So what?

September 2012

Link: “Wandering Monsters”
Do you keep your players on their toes by ambushing them? If so, how often?