Designing Game Elements: Rules
The rules of play refers to three things:
setup (things you do once at the beginning of the game).
progression of play (what happens during the game).
resolution (what conditions cause the game to end, and how is an outcome determined based on the game state).
My goal here is to use the basic rules of the game 'Munchkin', but twisting them to fit the MMORPG
atmosphere I wish to achieve.
In munchkin combat was resolved with a simple comparism of power levels. The team with the highest power level wins the encounter. This is very quick and simple, however I wish to add character customization and longer combat encounters in order to give the game more of an MMORPG feel.
New players get:
All players are given the items they owned in their previous sessions (if any).
Players are advised to keep track of their stats in order to help them when they're making decisions (using a paper or notebook).
The 'market' deck is shuffled and placed face down.
All 'zone' decks accessible in the current game state are shuffled and placed face down.
Only the highest level 'zone' deck will contain its boss card.
The turn order is decided and players start taking turns.
- Teleport to a town and rest
Damage taken by the player is set to 0.
Player may leave the game session while in town.
(Note: Right now when a player teleports to town, they don't lose any progress towards finding the boss. This works against the element of risk and reward and will need to be updated).
Player chooses a zone deck and draws a card from it. The card can either be an encounter with a regular enemy or with the zone's boss.
If the player is already in a zone, they may only explore the zone they are in.
Each player in the encounter attacks.
- Attack deals damage equal to the player's power.
When all players have taken their actions, (even if the enemy has taken lethal damage), players taking part in the fight will decide who between them will take the enemy's attack.
After all damage is dealt, check if any players or enemies have taken damage equal or greater to their health pool, these characters are defeated.
Defeated players lose their gold, and are returned to town with their damage removed.
If all players are defeated, the encounter is lost.
If the enemy is not defeated after the first cycle, the same steps are repeated until the players or the enemy is defeated.
When the enemy is defeated the encounter is complete. The gold reward is divided between all participants (rounded up).
The enemy cards are reshuffled into their deck when encounters end.
*** Handling Boss Encounters ***
If players encounter the zone boss, they can take the same actions as with a regular encounter, however any of the players may also choose to teleport to town instead. If all players teleport away, the boss card is then reshuffled back into the zone deck.
If a boss is defeated, all players in the game (including ones currently not playing) gain access to the next level and the boss card is permanently removed from the game.
setup (things you do once at the beginning of the game).
progression of play (what happens during the game).
resolution (what conditions cause the game to end, and how is an outcome determined based on the game state).
My goal here is to use the basic rules of the game 'Munchkin', but twisting them to fit the MMORPG
atmosphere I wish to achieve.
In munchkin combat was resolved with a simple comparism of power levels. The team with the highest power level wins the encounter. This is very quick and simple, however I wish to add character customization and longer combat encounters in order to give the game more of an MMORPG feel.
Setup
The database is opened or loaded (using a notebook or spreadsheet).New players get:
- Name added to the database.
All players are given the items they owned in their previous sessions (if any).
Players are advised to keep track of their stats in order to help them when they're making decisions (using a paper or notebook).
The 'market' deck is shuffled and placed face down.
All 'zone' decks accessible in the current game state are shuffled and placed face down.
Only the highest level 'zone' deck will contain its boss card.
The turn order is decided and players start taking turns.
Progression of Play
During their turn, the player can choose one of the following actions:- Teleport to a town and rest
Damage taken by the player is set to 0.
Player may leave the game session while in town.
(Note: Right now when a player teleports to town, they don't lose any progress towards finding the boss. This works against the element of risk and reward and will need to be updated).
- Search the town market
Player draws 3 cards from the 'market' deck and may spend gold to purchase any of them (as long as they can afford it).
Cards that are not purchased are returned to the market deck which is then shuffled.
Player can place the purchased card face up in front of them to show that it is equipped.
Player may only equip 1 item of each type, if the player has more, they must choose which one to equip. The other card is returned to the market deck which is then shuffled.
The bonuses and effects of equipped items and spells take effect during encounters.
Player may only choose this action while in town.
Player may leave the game session while in town.
Cards that are not purchased are returned to the market deck which is then shuffled.
Player can place the purchased card face up in front of them to show that it is equipped.
Player may only equip 1 item of each type, if the player has more, they must choose which one to equip. The other card is returned to the market deck which is then shuffled.
The bonuses and effects of equipped items and spells take effect during encounters.
Player may only choose this action while in town.
Player may leave the game session while in town.
- Explore a zone
Player chooses a zone deck and draws a card from it. The card can either be an encounter with a regular enemy or with the zone's boss.
If the player is already in a zone, they may only explore the zone they are in.
Whenever a player chooses to explore, other players in the same zone or in town may join the encounter, as long as the explorer accepts their help.
After assisting in an encounter, players must pass their next turn.
*** Handling Regular Encounters ***
After assisting in an encounter, players must pass their next turn.
*** Handling Regular Encounters ***
Each player in the encounter attacks.
- Attack deals damage equal to the player's power.
When all players have taken their actions, (even if the enemy has taken lethal damage), players taking part in the fight will decide who between them will take the enemy's attack.
After all damage is dealt, check if any players or enemies have taken damage equal or greater to their health pool, these characters are defeated.
Defeated players lose their gold, and are returned to town with their damage removed.
If all players are defeated, the encounter is lost.
If the enemy is not defeated after the first cycle, the same steps are repeated until the players or the enemy is defeated.
When the enemy is defeated the encounter is complete. The gold reward is divided between all participants (rounded up).
The enemy cards are reshuffled into their deck when encounters end.
*** Handling Boss Encounters ***
If players encounter the zone boss, they can take the same actions as with a regular encounter, however any of the players may also choose to teleport to town instead. If all players teleport away, the boss card is then reshuffled back into the zone deck.
If a boss is defeated, all players in the game (including ones currently not playing) gain access to the next level and the boss card is permanently removed from the game.
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