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Old 10-01-2019, 02:12 PM   #27
the1weasel
 
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Join Date: Dec 2017
Location: Louisville, KY
Default Re: TFT Books We'd Like to See

Quote:
Originally Posted by tomc View Post
If by "adventure" you mean dungeon crawl, then it's pretty straightforward. I'm working on a card based dungeon generator that works like so:

1. Draw a Room card (tactical map possibly with obstacles)
2. Draw a Foe card (fighters or creatures)
3. If you survive, roll on the Treasure Table indicated on the Foe card.
4. Next, a short rest and an opportunity for healing.
5. Note on the map which exit you are taking when you leave the room. Exits are shown on the Room card.
6. Draw an Encounter Card to see if there's a trap, vendor, wandering monster, Riddle-Sphinx, Mercenary for Hire, etc.
7. After the encounter's resolved, draw another room card.

So that's three decks of cards (Room, Foe and Encounter) with treasure tables that can be as elaborate as you like. I tried using a treasure deck, but found rolling on the table was more fun, because you get to see the possibilities, enjoy the suspense as the dice rattle around, and really feel like you've "earned" the goodies by making the roll. Drawing a treasure card felt kind of bland to me.

It feels like a TFT "Rogue-like". If you like a "series of cage matches" then it's kinda fun, but I'm not sure everyone would consider it an "adventure". (Especially compared to the wonderful TFT adventures kickstarted by SJG and Douglas H. Cole.)
tomc, you seem much further along than me. The only thing mine has feature-wise that I didn't see in yours is the ability to pull some cards and replace with others in order to create an entirely new adventure. Put that in, and share please!!
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