Currently, the Dragon's Maze has lost some interest, so I will go over what is to be done.
The Mini-Maps are very popular, and could certainly be good for the future. I will keep it running. Northgate and Dragon's Maze #2 are losing interest, so I will regularly bump them, but mostly keep them on the side. The project ends when both are complete.
The Vault needs some rule updating and some story writing, so I will regularity do that too.
I just got an idea. Instead of making the Dragon's Maze the final boss dungeon, we could make it like the common ground area, like instead, it is where the players commonly travel from point A to B, but the center is also the where the dragon lives, the final test. Or the dragon could be in a mystery spot. Do you like this idea?
@TrippleBoggey3 That sounds really cool, and I have some suggestions. If you weren't already doing this, The maze should still be semi-inhabited by creatures. So like, most of the rooms are still empty so it's a surprise when you go into a room with creatures in it. The reason you travel through the maze is you have to find the other mazes in it. I think it would be really cool if the dragon was in a mystery spot, so the guys are like "Hey let's go explore to find more stuff to do!" and they just walk in this room and there's just this GIANT FRIGGIN DRAGON... "Oh shi-"
@TrippleBoggey3 Alright, cool! Just be sure that you can never buy a wrath (or something with that type of effect), because that just wins you the game. Also, removal seems extremely good, so make sure that none of the decent removal spells are sold (so nothing like murder), I'd say more like liturgy of blood or something around that power level, because a lot of times, the main threat in the room is a giant creature that is very hard to take down, and if you just got a 3 mana removal spell in your opening hand, you could take it down with little to no effort.
I'd say for a way to get equipment from monsters is for all rooms to have a "difficulty level" assigned by you/the creator, then have a loot table for each difficulty level, and when you defeat a room, you get to roll on the table. Example: Difficulty Level 1 Table: 1-6: Nothing 7: 5 gold 8: A card 9: A card 10: A better card.
Difficulty Level 2 Table: 1-5: Nothing 6: 7 gold 7: A card 8:A card 9: A better card 10: An even better card ..and so on.
Also, I have another question. What card types do the players have in their deck? So like, is it only instant and sorcery, or can they have creatures, artifacts, enchantments etc.
The difficulty level is a good idea! You could not only make difficulty levels for each room, but also levels for the dungeons itself. I will look more into it when I get the time. I'm awefully busy these days.
The deck will just be made up of instants and sorceries, and will be a small deck in most cases, but they will have creatures and other permanents to start the game on the board with.
Oh yes, and as a side note, would you mind finding me a list of actual cards to put on a ban list? Thank you!
Here's the ban list so far: from A to E Afterlife Akroma's Vengeance Anarchy Anguished Unmaking Apocalypse Assassinate Assassin's Blade Austere Command Avenging Arrow Blood Frenzy Blue Elemental Blast Breaking Point Burning Wish Cannibalize Catastrophe Celestial Purge Chastise Chill to the Bone Cleanse Coat with Venom Collective Effort Council's Judgement Crosis's Charm Curse of the Swine Damnation Dark Banishing Dark Betrayal Dark Temper Day of Judgement Dead Ringers Deadly Tempest Death Rattle Death Stroke Death Wish Deathmark Decimate Declaration in Stone Decree of Annihilation Decree of Pain Devastation Devour in Shadow Devouring Light Denominational Breach Doom Blade Dreadbore Duneblast End Hostilities Excoriate Exile Extinction Extinguish All Hope Eyeblight's Ending
And here's F - M: Fatal Blow Fated Retribution Fell the Mighty Final Judgement Flash Flood Fumigate Ghostly Visit Gild Go for the Throat Guan Yu's 1,000-Li March Hellfire Hero's Downfall Hex Hideous End Hour of Reckoning Hydroblast Immolating Glare Kill Shot Kitar's Wrath Life's Finale Living Death Maelstrom Pulse March of Souls Martial Coup Mass Calcify Mirror Match Mogg Infestation Mortify Murder Murderous Cut
@TrippleBoggey3 Should the makers of the room put in a difficulty level, or are you going to do it? Also, just so that you don't have to look at every room's difficulty level to make the dungeon level, I'd say take the average of the highest and second highest, and that's the difficulty level. This way, if there's a really difficult room in the dungeon, but the rest are really easy, then it will still have a semi-high difficulty level to deter really low level players from the dungeon, but will still allow moderate level players to go in and it won't be a complete pushover with the easy rooms, and the really hard room will still be beatable. So for example, lets say that the difficulty levels for all of the rooms in a dungeon are: 1:4 2:2 3:1 4:4 5:3 6:2 7:4 8:5 9:3 10:12 You'd take the two highest numbers, 12 and the 5, and get the average (add them together and divide by the amount of numbers you put together, in this case 2) and get 8.5. Round up to get 9, and there's the difficulty level. If you got the average of all the rooms in a dungeon, you'd get 4. And that means that level 4 players would be going into a room meant for level 12 players. What do you think?
I am not able to properly use untap, as it does not support mobile very well, and I do not have a proper computer. I mean, a computer that's fast enough to run something like that.
Does someone else mind uploading the cards in this set on untap and playtesting? I would be extremely extremely thankful.
For difficulty levels, it shouldn't be related to CMC or anything, because somebody may have made an enemy too hard/easy for it's CMC, and also there could be some combos between cards that makes the room a lot harder. I'd say have the maker of the dungeon label the dungeon with what they think the difficulty should be, and then you go and label it with what you think it should be. If it's very far off, just look for combos between cards that you may have missed.
For hunger, thirst, and tiredness, I'd say that you have to pay for food and water, and if you don't eat for too long, then you get power - and eventually toughness - reductions in battle, and if you don't eat or drink for too long, then you die. For tiredness, it'd be the same system, where if you don't sleep for too long, then you get power/toughness reductions in battle, but to stop it from being completely redundant because you can just sleep whenever you want, if you sleep in wilderness, random encounter may occur, where it's a pretty easy fight with some pre-loaded enemies.
I haven't used untap.in at all, so you'd have to tell me how to use it and upload cards on it.
I'm planning on making difficulty level the recommended level for a player to enter the dungeon. For instance, Lost caves of the Golgari is a level 2 - 3 dungeon. I still need to look into that as that is complicated.
I like your idea on food and water, except my actual point was how do you think cards for that would look like?
Also, for the sleep, I like the random encounter ability. I'm going to make a few random encounter rooms, AKA rooms of basic tokens.
I have fully thought out how to begin the story (which I have had a huge issue with). You and your homies (other players) walk into a tavern, and have a few glasses of merlot. The innkeeper is bad at keeping secrets, and reveals that he was told about the dragon's Maze being excavated, as this takes place a few hundred years after the Jace events. The rumor says that there is a dragon lurking down there, and you want to slay it. But you do not have the capability or gear yet, so you use the Dragon's Maze to travel to other dungeons to obtain loot before finally meeting and killing the dragon. Exact writing will come starting tomorrow.
I'm going to start making the dragon room and the random encounter rooms this week. You get the privilege of having the dragon named after you! What would you like the specific name to be?
Yes that works, thank you! However, I don't think anyone is going to be willing to make that many cards. For this, I think I'll just make it on maybe an Excel Spreadsheet and make a list.
@dragonfaceeater, @trippleboggey3 Sorry I haven't been so active on this project recently, I just couldn't think of anything good for the "enchanted swamps" Food + drink sounds good, but I think most food should just do exactly the same thing, apart from special cards - like alcohol, say, could restore lots of thirst but give you a disadvantage next battle.
Comments
Currently, the Dragon's Maze has lost some interest, so I will go over what is to be done.
The Mini-Maps are very popular, and could certainly be good for the future. I will keep it running. Northgate and Dragon's Maze #2 are losing interest, so I will regularly bump them, but mostly keep them on the side. The project ends when both are complete.
The Vault needs some rule updating and some story writing, so I will regularity do that too.
I just got an idea. Instead of making the Dragon's Maze the final boss dungeon, we could make it like the common ground area, like instead, it is where the players commonly travel from point A to B, but the center is also the where the dragon lives, the final test. Or the dragon could be in a mystery spot. Do you like this idea?
I'll check out the new mechanic when I get back in the afternoon.
You can get the other cards from shops. The cards you can buy in shops are just standard magic cards.
I'm also trying to come up with a way to allow monsters to drop equipment.
I'd say for a way to get equipment from monsters is for all rooms to have a "difficulty level" assigned by you/the creator, then have a loot table for each difficulty level, and when you defeat a room, you get to roll on the table. Example:
Difficulty Level 1 Table:
1-6: Nothing
7: 5 gold
8: A card
9: A card
10: A better card.
Difficulty Level 2 Table:
1-5: Nothing
6: 7 gold
7: A card
8:A card
9: A better card
10: An even better card
..and so on.
Also, I have another question. What card types do the players have in their deck? So like, is it only instant and sorcery, or can they have creatures, artifacts, enchantments etc.
The difficulty level is a good idea! You could not only make difficulty levels for each room, but also levels for the dungeons itself. I will look more into it when I get the time. I'm awefully busy these days.
The deck will just be made up of instants and sorceries, and will be a small deck in most cases, but they will have creatures and other permanents to start the game on the board with.
Oh yes, and as a side note, would you mind finding me a list of actual cards to put on a ban list? Thank you!
Afterlife
Akroma's Vengeance
Anarchy
Anguished Unmaking
Apocalypse
Assassinate
Assassin's Blade
Austere Command
Avenging Arrow
Blood Frenzy
Blue Elemental Blast
Breaking Point
Burning Wish
Cannibalize
Catastrophe
Celestial Purge
Chastise
Chill to the Bone
Cleanse
Coat with Venom
Collective Effort
Council's Judgement
Crosis's Charm
Curse of the Swine
Damnation
Dark Banishing
Dark Betrayal
Dark Temper
Day of Judgement
Dead Ringers
Deadly Tempest
Death Rattle
Death Stroke
Death Wish
Deathmark
Decimate
Declaration in Stone
Decree of Annihilation
Decree of Pain
Devastation
Devour in Shadow
Devouring Light
Denominational Breach
Doom Blade
Dreadbore
Duneblast
End Hostilities
Excoriate
Exile
Extinction
Extinguish All Hope
Eyeblight's Ending
Thank you so much!
Fatal Blow
Fated Retribution
Fell the Mighty
Final Judgement
Flash Flood
Fumigate
Ghostly Visit
Gild
Go for the Throat
Guan Yu's 1,000-Li March
Hellfire
Hero's Downfall
Hex
Hideous End
Hour of Reckoning
Hydroblast
Immolating Glare
Kill Shot
Kitar's Wrath
Life's Finale
Living Death
Maelstrom Pulse
March of Souls
Martial Coup
Mass Calcify
Mirror Match
Mogg Infestation
Mortify
Murder
Murderous Cut
Nature's Ruin
Obliterate
Overwhelming Forces
Parting Thoughts
Path to Exile
Perish
Phyrexian Purge
Phyrexian Rebirth
Pitfall Trap
Plague Wind
Planar Cleansing
Planar Outburst
Premature Burial
Purge
Putrefy
Pyroblast
Radiant Purge
Rain of Daggers
Rebuke
Reckless Spite
Red Elemental Blast
Reprisal
Retaliate
Retribution of the Meek
Righteous Fury
Rout
Ruinous Path
Seize the Soul
Sheer Drop
Skywhaler's Shot
Slaughter
Slaughter Pact
Smite
Solar Tide
Soul Reap
Soulscour
Subterranean Tremors
Sudden Disappearance
Sunscour
Supreme Verdict
Surge of Righteousness
Swords to Plowshares
Terminate
Treva's Charm
Tsabo's Decree
Ultimate Price
Unlicensed Disintegration
Unmake
Utter End
Vendetta
Victim of Night
Vindicate
Virtue's Ruin
Winds of Wrath
Worldfire
Wrath of God
1:4
2:2
3:1
4:4
5:3
6:2
7:4
8:5
9:3
10:12
You'd take the two highest numbers, 12 and the 5, and get the average (add them together and divide by the amount of numbers you put together, in this case 2) and get 8.5. Round up to get 9, and there's the difficulty level. If you got the average of all the rooms in a dungeon, you'd get 4. And that means that level 4 players would be going into a room meant for level 12 players. What do you think?
I love that idea!
I am trying to figure out how to add these to the game:
Hunger; thirst; tiredness.
Also, what do you think should be the basis of the room difficulty levels?
I am not able to properly use untap, as it does not support mobile very well, and I do not have a proper computer. I mean, a computer that's fast enough to run something like that.
Does someone else mind uploading the cards in this set on untap and playtesting? I would be extremely extremely thankful.
For difficulty levels, it shouldn't be related to CMC or anything, because somebody may have made an enemy too hard/easy for it's CMC, and also there could be some combos between cards that makes the room a lot harder. I'd say have the maker of the dungeon label the dungeon with what they think the difficulty should be, and then you go and label it with what you think it should be. If it's very far off, just look for combos between cards that you may have missed.
For hunger, thirst, and tiredness, I'd say that you have to pay for food and water, and if you don't eat for too long, then you get power - and eventually toughness - reductions in battle, and if you don't eat or drink for too long, then you die. For tiredness, it'd be the same system, where if you don't sleep for too long, then you get power/toughness reductions in battle, but to stop it from being completely redundant because you can just sleep whenever you want, if you sleep in wilderness, random encounter may occur, where it's a pretty easy fight with some pre-loaded enemies.
I haven't used untap.in at all, so you'd have to tell me how to use it and upload cards on it.
Thank you very much!
I'm planning on making difficulty level the recommended level for a player to enter the dungeon. For instance, Lost caves of the Golgari is a level 2 - 3 dungeon. I still need to look into that as that is complicated.
I like your idea on food and water, except my actual point was how do you think cards for that would look like?
Also, for the sleep, I like the random encounter ability. I'm going to make a few random encounter rooms, AKA rooms of basic tokens.
I have fully thought out how to begin the story (which I have had a huge issue with). You and your homies (other players) walk into a tavern, and have a few glasses of merlot. The innkeeper is bad at keeping secrets, and reveals that he was told about the dragon's Maze being excavated, as this takes place a few hundred years after the Jace events. The rumor says that there is a dragon lurking down there, and you want to slay it. But you do not have the capability or gear yet, so you use the Dragon's Maze to travel to other dungeons to obtain loot before finally meeting and killing the dragon. Exact writing will come starting tomorrow.
I'm going to start making the dragon room and the random encounter rooms this week. You get the privilege of having the dragon named after you! What would you like the specific name to be?
Do you mean, like, cards that represent food and water?
Also, wow! Thanks! I don't know what the specific name should be, I think you should just come up with it.
Dragonlord Elijah - Your name
Dragonlord Eli - Short version of your name
Dragonlord Lijah - Mexican version of your name.
Which one do you prefer? You can say neither, and list your own.
Yes to your first question.
I prefer Dragonlord Eli, thanks again for this!
For the food and water cards, it could be something like:
http://mtgcardsmith.com/view/fish-51
You could add other effects to them, for example:
http://mtgcardsmith.com/view/vial-of-poison-7
The mana cost is the price. What do you think?
Yes that works, thank you! However, I don't think anyone is going to be willing to make that many cards. For this, I think I'll just make it on maybe an Excel Spreadsheet and make a list.
Sorry I haven't been so active on this project recently, I just couldn't think of anything good for the "enchanted swamps"
Food + drink sounds good, but I think most food should just do exactly the same thing, apart from special cards - like alcohol, say, could restore lots of thirst but give you a disadvantage next battle.