What are hexcrawls and/or dungeoncrawls missing out on?
What do you consider are elements essential to hexcrawls and/or dungeoncrawls and what are things that you wish they would have more of?
What do you consider are elements essential to hexcrawls and/or dungeoncrawls and what are things that you wish they would have more of?
I asked last week how people prefer dungeon exploration and got a lot of replies leaning toward build-as-you-go.
Been experimenting with a system where you build the dungeon as you go or prep a few reusable rooms, and the app reveals what happens as you explore.
You still play everything physically on the table.
Short clip attached— curious:
For those of you who like old-school text-based solo roleplaying: CHAMPIONS OF CHAXIA was just released on Steam.
The game is heavily inspired by the gamebooks that were so popular in the eighties. The battle system and inventory management is rudimentary and designed to be mastered immediately. That way, the action can start right away.
The meticulous tinkering with inventory items and stats optimization so popular in games these days... there isn't much of that.
In the gamebooks of old the interactivity was low with today's standards, but the reader/player often had the illusion of agency, of having the power to affect the miniature world conjured up within the gamebook's pages.
CHAMPIONS OF CHAXIA strives to recreate that feeling.
https://store.steampowered.com/app/3074210/Champions_of_Chaxia/