Monday, July 25, 2011

Another Day: Basic Play

I spent a lot of time thinking about "old school" gaming in thinking about how to Another Day should play, and what I came up with was a dungeon. Back in the early days of D&D, play largely consisted of trying to get in and back out of a dungeon without dying. In short, it was more a survival game than anything else. Oh, sure, there was a quest element to it, and you were in theory accomplishing something, but really, especially in the early levels, you were just trying to make it to the end.

So I took that idea for Another Day. This is a post-apocalyptic game, not a fantasy one, so dungeon crawling isn't necessarily appropriate, but if you abstract the dungeon into a series of encounters, you can translate that into just about any setting.

This means that in Another Day, you're going from one safe point to the next, and need to face down a certain number of encounters in between. The GM probably decides the number of encounters, which could be totally random, and you deal with each of them as they come up. Encounters probably wear you down, forcing you to deal with diminished capacities as you continue, making each subsequent encounter a little more difficult.

Sounds like a death spiral made into a whole game, doesn't it? I guess it kind of is, so the question is how to make that fun? Working on it.

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