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Mechanics for a pirate dungeon crawler
07 Oct 2024 17:27 #342984
by AlexAboud
Mechanics for a pirate dungeon crawler was created by AlexAboud
Hello everyone,
I'm developing a dungeon crawler with a pirate theme. The game features a D20 system for combat and incorporates a Roguelite progression mechanic during quests. The goal is to ensure that the pirate theme is deeply woven into both the narrative and mechanics, rather than serving as just a cosmetic overlay.
What specific mechanics can we introduce that brings the essence of pirate trope, but maintain the dungeon crawler genre?
Thank you
I'm developing a dungeon crawler with a pirate theme. The game features a D20 system for combat and incorporates a Roguelite progression mechanic during quests. The goal is to ensure that the pirate theme is deeply woven into both the narrative and mechanics, rather than serving as just a cosmetic overlay.
What specific mechanics can we introduce that brings the essence of pirate trope, but maintain the dungeon crawler genre?
Thank you
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08 Oct 2024 13:02 #342986
by n815e
Replied by n815e on topic Mechanics for a pirate dungeon crawler
“Parlay”
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10 Oct 2024 10:59 #342992
by dysjunct
Replied by dysjunct on topic Mechanics for a pirate dungeon crawler
Using the environment. Pirates (in pop culture) are nimble swashbucklers who move around, not heavily-armored static fighters who stand still and bash each other until someone falls over. Swing from chandeliers, jump up on barrels, kick the barrels at the foe, swing the boom around to clobber someone, etc. Somersault, roll, etc.
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- ChristopherMD
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11 Oct 2024 19:10 #342993
by ChristopherMD
Replied by ChristopherMD on topic Mechanics for a pirate dungeon crawler
I suppose this is more of a philosophical question. How many dungeon quests can a pirate go on before they're no longer a pirate and have become a thief or fighter? Pirates traditionally do stuff at sea.
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- hotseatgames
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11 Oct 2024 20:18 #342995
by hotseatgames
Replied by hotseatgames on topic Mechanics for a pirate dungeon crawler
A fair question but I assume a lot of this game would have to center around treasure maps and hunting for buried treasure chests.
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12 Oct 2024 18:30 #342999
by jason10mm
Replied by jason10mm on topic Mechanics for a pirate dungeon crawler
So each "dungeon" is gonna be a ship they have captured? Just have massive fantasy sailing ships (not so fantasy if you look at the behemoths the chinese were sailing around in) and descending decks are getting deeper into a dungeon. Plus you get the bonus fun of having the ship flood and eventually sink so they gotta GTFO fast!
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12 Oct 2024 19:30 #343000
by ChristopherMD
Replied by ChristopherMD on topic Mechanics for a pirate dungeon crawler
That's solid. You could make a series of encounters where you have to search rooms for where they hid treasures but also encounter enemy crew and maybe traps. All in the bowels of different ships.
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13 Oct 2024 00:41 #343003
by n815e
Replied by n815e on topic Mechanics for a pirate dungeon crawler
Boarding actions, raids on towns, escape from prisons, island treasure hunting, tavern brawling…
Pirates did operate in ports and even lay siege.
Pirates did operate in ports and even lay siege.
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