Creating a solo rpg book game to stave off boredom while I'm on week long hikes. May end up marketing it as a travelers time waster after I finish the initial board concept.
What elements would you folks favor in such a game? You guys are my target audience so asking other boards isn't really an option.
Not to bad an idea, just make sure it is pocket sized.
Comfy adventures only. Preferably about being innawoods.
>>884117
>>884123
Pocket sized would be the general idea, with a fold out magnetic world map which would be modular so past end game people would be able to create designs of their own for new adventures. I'm in the process of content development right now; camping this weekend so much time to think over everything. When I feel a solid foundation is set I'll work on artwork and housing for the magnetic board and probably a slide out pad for note taking and character statics. Hoping the overall design will weigh around 8oz in total... hopefully.
I prefer to Live Action Roleplay Skyrim in my cape. I hunt bandit, make potions and explore ruins.
FUS RO DAH!
FUS RO DAH!
>>884112
Make sure it has plenty of cone-on-cone action anon.
>>884143
Where can I buy this please?
>>884123
It will hold several different biomes so anyone camping in each of those settings can really self-insert themselves and feel more immersed into the plot.
any character development should reflect its environment
woodsman for forests
bandit for desert
buccaneer for sea
hermit for wetlands
etc
>>884169
>>Pushes Ray-Bans up
Fjällräven, dude...
>>884291
Ok, quick question...
Why is it so overpriced??? I know its fjallraven but 700 fucking euromoney?
>>884652
Same reason Nikes cost more than Nikees; brand name fads.
>>884241
>no sea raiders for coastal areas
I will drink from your skull
>>884849
how does buccaneer not equate to a sea raider?
>>884852
Buccaneers attack other boats. Sea raiders land and attack villages before going back out to sea.
>>884853
Pirates do both. Check and ARGHHH-Mate-y.
>>884152
I call ledgerman!
Just got back from the bush; great thinking time out there. Narrowed down the race selection to 6 races, and the best way to plot character movement on the fold out map. Class creation will go hand in hand with the battle system which will take a while to develop, but I'm thinking a simple 10 and 20 sided die system (red for enemy, green for self) will work, and control pretty much all game mechanics. Still on the fence about the right way to do character statistics, but I'm thinking to stray away from them and keep it simple and more focused on plot than stat tracking. It would be more like a story book where you roll to determine the outcome. Mobs would be a 10 sided die roll, and dungeons / bosses would be a 20 sided die giving them a higher difficulty. 8 die in total; 2 for the battle system, and 6--one for each race. This way you could still solo, or open it up to a multi-player if you're on the trail with others and they want to join in the escapades. Still much to do, but this weekend was a good foothold into the overall design.