Tag: Glowquest

Glowquest TODO from my playtest and expansion ideas

My playtest went really well last month. I was Utility and my two friends played the other roles. They had played my earlier version of Glowquest and this playtest went a lot better. The game was much smoother with the fat trimmed, ability cards, less passives, no interrupts, simpler monster presentation and management (monster power was great!), etc. I think one or two more substantial passes of polish to the game and it should be close to done. Then I can worry about tacking on expansion pieces. Remember of course that while I want anyone to be able to enjoy the game, realistically I’m making it for me and 2 childhood friends who used to play Advanced Heroquest together. Just sort of a nostalgic nod to that game and an excuse to bust out the old tiles.

TODOs from Playtest

Anyway here’s a rough list of the TODOs I have from both the playtest and previously. It’s straight from my notes so might be a bit disorganized:

– Whoever opens door gets to place Glow
– Different name for “Instant” type card, seem too much like an interrupt. Maybe “Action”?
– Reorder Monster Card to have Grit, Defensive Layers/HP, Speed
— Easier to reference than two similar sized boxes side by side
– Need to specify there is a minimum Grit of 2
— For cards like Tear
– Try Features in the base game instead of Glow, to add some variety to rooms
— Maybe place a token, not knowing what feature it is, THEN generate it and put where the token is
— Helps prevent min/maximizing the feature placement
– Rename Grit to Guard and Shield to Grit, and remove/rename Guard Basic Benefit
– Get rid of +1 Resolve passive
– ALL passives need a downside/trade off, no straight out better ones (like the existing +1 Armor, +1 to-hit, etc.)
– Offense gets Line as a default? Then has Slide in some Benefits
– More Monster Power spending options
— New Basic Benefits?
— Three checkboxes for each Level Up, so you could do +1 base damage 3x
— Bonus with only a single creature to make a “boss type”?
– Give up on re-rolls, they make original roll feel less impactful and are too tedious/rare to bother tracking
– No more passage fights? Rooms only?
— Then slow pace gives +MP to next Encounter?
– Note that Setup Distance is maximum, for hallways and the like

Continue reading “Glowquest TODO from my playtest and expansion ideas”

First pass at Glowquest monster cards and sheet

My remaining big chunk of work is around the Monsters. Previously I had done simple sheets, but that was a bit complex and tedious to track especially once a lot of monsters were involved. I think I came up with a good compromise with Monster Cards that you then put onto a Monster Sheet for tracking which mini is which monster and their current Reflect/Shield/Armor and HP. That sheet also has some dice tables for how to decide which monster acts. Lots of solo playtesting to do around this (hopefully tonight and tomorrow) before my actual playtest with friends this weekend.

The cards themselves are through Nandeck again, and although they may look busy they aren’t too bad once you cut them out and try to use them.

Here’s a preview of how the cards look and a PDF of the cards themselves:

Here’s a look at the monster sheet and a PDF of the full monster sheet:

With all of this I reworked how monsters are managed. Now instead of EVERY player taking a Monster Turn after their own turn, just one player PER ENCOUNTER does so, and they are given the title of Overlord. This has a ton of benefits such as the other two players not getting brain drained trying to swap the monsters around, more consistent monster behaviour (because it’s all from one player), a bit of variety depending on how each player chooses to build and setup their monsters, etc. I know this might kind of sound like a DM, but it really isn’t because the role rotates every encounter, and the player is still primarily managing their hero. Anyway again something to try out in the upcoming playtest (can you tell I’m excited about it?)

Glowquest rework updated documents

Glowquest rework updated documents

At this point I’ll likely just call it Glowquest as the rework has for sure replaced the original brainstorm/prototype. That’s what early playtests and attempts are for! Anyway here are a bunch of documents that I’m going to use for my next group playtest at the end of the month:

Glowquest Rules (rework Apr 2019)
Hero Sheet (rework Apr 2019)
Reference Sheet (rework Apr 2019)

Offense Deck
Defense Deck
Utility Deck
Passive Deck

And some screenshots showing the new cards and other documents:

So yeah I’m really liking the changes and streamlining so far. Moving to cards has really helped cut down an overwhelming list of options (like 200+) on what you can buy/build/equip/learn into a simple choice between 3 cards at the moment.

My planned playtest near the end of the month will really put the game through it’s strides, so that should be cool.

Glowquest cards thanks to Nandeck

Glowquest cards thanks to Nandeck

I’m quite experienced with LibreOffice and other similar spreadsheet programs (like it’s predecessor Open Office…never really got into Excel since I do most of my game design on Linux). And I knew as soon as I added the concept of cards to Glowquest that I did not in a million years want to manually design, copy-and-paste, and update and maintain them as a spreadsheet. So I went looking for card programs. One of the most recommended, albeit complex, is Nandeck. Yes the website and UI are from the 1990s, but it’s a solo Italian dude developing the whole thing and with that limitation in mind he’s really achieved some good stuff.

Nandeck uses a declarative language, kind of like HTML or programming, to lay out your cards and dump some data into them. You can pull from Comma Separated Value (CSV) files which is terrific as I can maintain a “deck” of cards there, and have it populate any layout changes I make on the fly. The learning curve was steep because the tool is so powerful and has so many commands/options (see the PDF manual for more), but the time invested was worth it. Also I have wanted an excuse for a while to try to figure out a way to make good cards.

Anyway I’ll post the results tomorrow, and I’d love to post the various CSV files for each deck but WordPress is stingy about that kind of thing. Unfortunately the same thing goes for the .NDE files used with Nandeck. When everything is all solidified I’ll eventually post the finished scripts directly in a blog entry.

Originally my plan was to go to my local Digital Post print shop and get the PDFs dumped in color onto some thin cardstock, but when I get the game to a REALLY stable point I might just use The Game Crafter and order a few decks of cards that way. For now though I’m still printing on plain, thin paper and cutting them up by hand (thanks Fiskars!)

Ideas for future Glowquest expansions

Ideas for future Glowquest expansions

I know it seems really early to be thinking about expansions, but I wanted to keep the core/basic game of Glowquest quite simple, and the only way I could do that was to push a bunch of complex features until later, optional add-ons/expansions. So here are bunch of maybe-who-knows ideas for expansions (these are somewhat ordered in the way/priority I want to tackle them):

  • Dungeon features, like gargoyle statues, pits, etc. that have different abilities and rules and cards for each
  • Classes
    — Different “Class Cards” that have different base abilities
    — Very small but distinguishing differences
    — For example Duelist (Offense) always rolls 2D12 and picks highest for attack,
    whereas Gambler (Offense) rolls 1D6 damage instead of a set amount
    — Could combine Role cards into this, so like “Barbarian (Defense)” on your card
    — Realistically only want 1 card for who you are
    — Most likely move Hero-Sheet to Nandeck and pull Class/Role data from a CSV file above the fillable stuff
  • Cross Role expansion (discard 3 Benefits to gain 1 from other Role deck?)
    — Also promotes a bit of discussion on re-shuffling the deck with the secondary player asking the primary player
    — Could limit to only 1 other Role? So Offense/Utility, but not Off/Util/Def on a single guy
  • Campaign (grow/keep characters, town stuff in between)
    — Probably need to add money/currency, but keeping to use Benefits as a pseudo-currency would be awesome for simplicity
  • Quests and different objectives
    — Maybe even different lose conditions?
  • Interrupts (Belt/Gloves – encounter start, Helmet – ally unconscious)
    — Be very careful with this, perhaps the game functions fine without out-of-turn actions
  • Reserved Surges, can put some aside to save for interrupts or other effects
    — Maybe replaces Interrupts entirely? And makes every Benefit you have an Interrupt? Could very, very quickly get out of control that way for minimal benefit
  • Races
    — Similar to Classes in that you can choose 1 card that gives a special bonus that really sums up a Race
    — Generally just makes starting a new game more complex/overwhelming unless experienced
  • Elemental damage
    — As long as it’s done right: more Spiral Knights than Grim Dawn
  • Difficulty modifiers
    — Kind of like totems from Bastion or relics from Risk of Rain. New monster Basics? New passives?
  • Dungeon creation rules
    — Certain races only allowed, certain buffs given to all monsters, certain environmental factors
  • Add an optional “Escalation” choice (maybe in an expansion?) that the party can agree to do
    — Primarily designed to break up boring fights (ideally this is solved another way, like changing boring enemies or tweaking to-hit/dam numbers)
    — But anyway idea is EVERYONE gets +1 attack dice and chooses highest, so basically like Offense (who would now be 3D12?)
    — Theory is fast and deadly combat with tons of hits. Harder on Utility likely?
    – If players tend towards this mode ALL the time then maybe there is a more fundamental problem with the base math

The great Glowquest rework! (Cards for abilities now, etc.)

Been a while! Besides making a light Superhero game for my daughter (using HeroClix minis – might post more in the future) and playing some of the dice game One Deck Dungeon and the video games Grim Dawn (thanks to their new expansion), Book of Demons (great Diablo 1 homage), and Deep Rock Galactic (great coop experience with friends) and absolutely salivating over Rebel Galaxy Outlaw (might FINALLY be the spiritual successor to Wing Commander Privateer we all want) I’ve spent a bunch of time reworking Glowquest!
Still so excited for this game; I really want to provide an enjoyable Advanced Heroquest experience with more in-depth and tactical combat. Besides the huge shot of nostalgia from aiming it at me and my 2 childhood friends who played AHQ through junior high & high school, that’s really what Glowquest is about.

So what’s changed? TONS of streamlining and ripping out concepts, to push them to future “expansions”. I really would rather have a tight, playable core framework to build on instead of trying to throw in the kitchen sink on the first go around.

Biggest Changes

  • Skills/powers/abilities/activators are now cards called Benefits! The game is almost “roguelike” in nature as it has a narrowed focus onto heroes completing a single expedition into the dungeon (the Quest is also always the same), with no in-between town events or locations. To make a hero they still choose a Role (which gives some basic stat modifications), and then “gain” from their Role deck (of Benefits), which means draw 3 cards and keep 1, which they do 3 times. Then they gain from a Passive deck in the same way. Then the real roguelike element is after every fight the heroes “level up” by Gaining from a deck of their choice (Role, Equipment, or Passive). This means they slowly flesh out their character without the tedium of gold/Crowns management, improving equipment, figuring out what skills come from what items, etc.
  • Surge generation! You now roll 1D6 at the start of your turn for the number of Surges you get, but you also re-roll once if you get a 1. This sounds like the complete opposite of the odds I was trying to fight against with the original game, BUT the big a-ha (take two?) was to shift every single Benefit to cost 1-3 ONLY. AND movement is now a basic Benefit you can do for 1 Surge, so you don’t even have to move or you can move multiple times. Surges of course are what you spend/use to activate cards.
  • Attacks to-hit rolls! You now roll a simple 1D12 to attack, hitting if the result is greater than or equal to the enemy Grit. Damage is still a flat number with ways to increase it from skills.
  • Interrupts are gone at least for the time being. Just too much to track. I had already taken them off monsters after my last playtest, but now they are gone for heroes too.
  • Elemental damage is gone. so no more weakness/resist. Partially this came from playing Grim Dawn, which has like 9+ resists and was hella boring to try to max them all. So why would I want that in my game? Exactly…gone!
  • Dodge and “attacks of opportunity” have been simplified to a choice: leave combat freely but take Unsteady (which means you are easier to hit) OR risk trying to escape (4+) or get stuck there. Ever since Dinosaur Cowboys I’ve loved choices like those.
  • Momentum is still there, because honestly fights in 5×5 rooms would stagnate otherwise. Besides Blood Bowl being a super fun light game, I can thank it for the idea of Momentum (where you HAVE to push or be pushed by an enemy based on if you hit or not).
  • Roles do more such as Offense letting you roll 2D12 and choose the highest for attack. Or Defense getting bonus effects if an enemy tries to leave combat. Or Utility getting special “Blessing” tokens to heal out of turn.
  • Exploration is a bit different now to fit into the turn structure. Now you can go double your Speed, and don’t have to roll for Surges or anything. Part of me wants it to fit the same as combat turns, but part of me wants to be true to the Advanced Heroquest roots which also had split turn styles.
  • Glory has been renamed to Resolve (thanks Renowned Explorers I guess?), but still functions the same in that you can lose the game if you run out. You can also choose how much Resolve the party wants to start with, from 2-4.
  • Unconscious is a bit more interesting as it provides 3 choices for your special truncated turn: Try to Recover, Throw Rock, or Crawl Away
  • Dungeon generation is now a single D20 roll for passage length + doors + passage end, which is vastly simplified from the D20/D12/D10 mess I had before.
  • Fate has been removed because under the new system it didn’t feel impactful enough, and was just another thing to track. I still like the idea of a spendable resource, so maybe it’ll make an appearance in the future.
  • Monster changes are coming…it’s my next big chunk to do. I came up with the concept of a “Monster Controller” player who alternates each combat before I did the rework, so I need to port that over and flesh it out. I also had the idea of a Monster Strength if I go the route of a “Monster deck” of stat cards to draw from.
  • And many more removals and changes. I had written them all down at first (like no more weapon swapping) but then as I progressed through my TODOs I pulled that information out. Regardless the rules should be much tighter with a much more realistic and focused plan.

Updated documents, rules, cards, reference sheets, etc. to come soon!

Dungeon Crawler dice system and odds

So my recent Dungeon Crawler game (as of yet unnamed, but probably something with Crystals – EDIT: named it Glowquest) has this for a combat dice system:

Well wait, I should talk more about the game a bit first. The idea is to strip away all the RPG elements that a lot of combat focused games have (D&D 4th edition was the worst offender, but really D&D in general is pretty light/unsupportive on non-combat actions). You choose a Race and Class and various equipment to make a “build” that interests you. That might scare about people who like narrative games, but hey that’s what Fickle RPG is for, this dungeon crawler is about kicking doors and taking names, Icewind Dale CRPG style (or the hundreds of modern run-based roguelikes).

I also wanted to use the Advanced Heroquest tiles…because they are beautiful and fun and bring back a flood of memories for me. Anyway this post isn’t about my childhood, it’s about the dice system.

Roll 3D6. The two highest results become the to-hit roll and the lowest result is the number of Surges available. This means you will have between 1 and 8 Surges.

If there is a tie for lowest result, add +1 Surge for each tie. For example rolling 5, 3, 3 would make a to-hit roll of 8 (5+3) and gives you 4 Surges (3+1). Another example would be rolling 5, 5, 5 which gives a to-hit roll of 10 (5+5) and 7 Surges (5+1+1).

If the total to-hit roll is greater than or equal to the target’s Grit, the attack was successful, otherwise the attack missed. Some Activators can modify the to-hit roll to turn a miss into a success.

Grit is basically Defense, except one of the class roles is called Defense. Not sold on the name, might do Agility, Resilience, Endurance, Evasion, or Dodge instead or something.

I’m happy with this dice system concept. Before I was trying D12 or 2D12 (so you get 2 attacks all the time) to hit and D4 or D4+2 for Surges, but yeah, that might seem fine on paper but felt awful to roll. I hate D4s. I imagine using a D12 numbered 1-4 three times (like this) would feel better. But yeah, once I thought up the 3D6-use-lowest system I got super excited and really dove back into the dungeon crawler game idea, which has been rattling around my head for the past 3-4 months.

Odds and Statistics
As I was starting to hash out Activators that you can spend Surges on, I wanted to take a look at the odds of everything. So far I’m considering having Activators cost 1-5. But I needed to know how likely 5 was. What about how likely the max 8 Surges is? And so on. I also wanted to compare 3D6 drop lowest to a flat 2D6 in terms of the to-hit chances. I knew it’d be higher than the average of 2D6, but how much higher?

Here’s a bunch of math results:

SURGES:
Surge 1: 16257 (32.51%)
Surge 2: 14823 (29.65%)
Surge 3: 9426 (18.85%)
Surge 4: 5403 (10.81%)
Surge 5: 2521 (5.04%)
Surge 6: 1142 (2.28%)
Surge 7: 213 (0.43%)
Surge 8: 215 (0.43%)

SURGES where lowest ties add +2 instead of +1
Surge 1: 16318 (32.64%)
Surge 2: 10121 (20.24%)
Surge 3: 10208 (20.42%)
Surge 4: 5933 (11.87%)
Surge 5: 3548 (7.10%)
Surge 6: 2041 (4.08%)
Surge 7: 1123 (2.25%)
Surge 8: 232 (0.46%)
Surge 9: 235 (0.47%)
Surge 10: 241 (0.48%)

HITS (3D6 drop lowest):
Hit 2: 227 (0.45%)
Hit 3: 650 (1.30%)
Hit 4: 1627 (3.25%)
Hit 5: 2809 (5.62%)
Hit 6: 4423 (8.85%)
Hit 7: 6327 (12.65%)
Hit 8: 7879 (15.76%)
Hit 9: 8474 (16.95%)
Hit 10: 7734 (15.47%)
Hit 11: 6188 (12.38%)
Hit 12: 3662 (7.32%)

Standard 2D6 odds:
2 2.78
3 5.56
4 8.33
5 11.11
6 13.89
7 16.67
8 13.89
9 11.11
10 8.33
11 5.56
12 2.78

What does this all mean? Well, many interesting things. Getting 5 Surges is equivalent to getting a “standard” D&D style critical hit of 20 on D20. So rare. Perhaps too rare. If I try the approach of lowest ties (such as rolling 5, 3, 3) adding +2 bonus Surges instead of +1, this improves from 5% to 7%, but also makes the maximum 10 Surges, which is quite a few (and also extremely rare – anything over 7 or 8 is).

The game has an idea of “Fate Points” (again name likely to change) which are a limited resource each hero has that can basically be spent during an expedition as extra Surges. So tweaking those numbers might affect what dice system I use (whether ties are +1 or +2) and how I scale the Activators.

But what I’ve done first is taken a step back and thought: what do I want the players to do each turn. How do I want the game to feel? Basically I want them to be able to fairly reliably hit, and do 2-3 cool things a turn.

The +1 bonus Surge on ties seems a lot more intuitive: you have 1 tie, so you get 1 bonus, compared to +2. I also like the narrow 1-8 Surge range instead of 1-10. How it boils down is for +1 on ties you have a 62% chance to get 1-2 Surges, and 81% chance to get 1-3 Surges, so only 19% chance to get 4+, 8% chance to get 5+. When put that way, a 1/5 chance to get 4+ Surges, that doesn’t actually seem that bad, and 8% for 5+ is higher than a standard D&D crit of 1/20.

As for hitting, the odds are a lot better with 3D6-drop-lowest compared to flat 2D6. Basically the average goes to 9 from 7. Which means base Grit/Defense will have to be bumped up a lot, because getting a 7+ on 3D6-drop-lowest is literally an 80% chance. Drops to 68% for 8+, and 50/50 (well, 52%) for 9+. Then 10+ = 35%, 11+ = 20%, 12+ = 7%. That’s before any Activators as well. Which means it’s really, really easy to hit, and half the spectrum of Grit is more or less an auto-hit. Seems like base Grit should be 8, easy to hit/squishy guys are 7, and Defense roles are 9

And that’s okay! I like hitting a lot in games. There are many defensive layers and damage reduction/absorption that players can stack on. Damage itself is a flat value based on the weapon (and potentially boosted by Activators), so it’s fairly easy to calculate how soon you’ll die.

All in all a useful exercise to model out.