Brotherman that is a fine idea, I'm saving this and tweaking it when I get the chance to. So never.
Since people seem to like my primordial sludge of a concept I'll bloviate a bit more:
The base idea coalesced around concepts from this article:
Author talks about Stranger Things and the Stranger Things 5e cash grab, but only tangentially so keep reading. He talks about those things more in generality and there's some gold in there as he describes a sort of D&D themed
Cube.
I've had thoughts about doing a geomorph dungeon crawl of the sort described in the blogpost (draw cards to place random rooms, but the Rooms have persistence between crawls) but I need to find a group who will do more than a one-shot since handling it in a rogue-a-like fashion is key to getting the players to understand what's happening.
I'm also still lacking a good framing that would explain why the players keep leaving and re-entering. (I've had thoughts of when the players find the "next level" there is a mechanism to freeze to existing level.)
Anyway other notes about the desert exploration:
- I also drew inspiration from Forbidden Desert (
https://boardgamegeek.com/boardgame/136063/forbidden-desert). For those unfamiliar, you need to explore a stretch of desert (random each game, made by 24 cards [5x5, minus one]) that was an abandoned research facility to find airship pieces before the shifting sands and sand storms bury you or you die of thirst.
- I thought about trying to add a mechanic of letting players explore by themselves or with the party. Basically: players would form search groups. Groups would draw Members cards or Members + 1 cards and resolve one. So with 4 players they could form 4 groups that would draw 2 cards, or 2 groups that would draw 3 cards, or one group that would draw 5 cards. Players basically would need to balance skittering off willy-nilly makes the deck draw down nearly twice as fast, but sticking together gives you better odds of avoiding hazards.
I dropped the idea because I was sure the carddeck would already have balance issues and this would make it worse. Plus I didn't need to encourage the party to split before the game truly started, and opted instead for a "push-your-luck" mechanic. (not that these would be mutually exclusive and I think the ideal would be to combine them)
Also there were issues with "global" events like sandstorms. Which becomes a problem if there is a "sand storm, lose a turn" but you already resolved 3 players' searches.
- Since I was using normal playing cards used a suit to represent categories. Diamonds were boons & progression help, spades were bandits, clubs were Environment hazards, and hearts were resource cards (oasises, find some desert antelope to eat, etc. Stuff that slowed/reverse the desert erroding the party). Jokers were goal cards.
If I was going for "high-interaction", given the resource cards weren't super helpful or game changing, it might have been better turn those into "wildcards" that could be good or bad, depending on things like chance or a skill check (i.e. CON/END check to see if you're able to dig deep enough to find water, or maybe a clue, otherwise you just end up exhausted.) Also if I was sticking with playing cards I might have combined multiple decks and split the suit's affects. I.e. Instead of Spades being bandits, maybe 2-7 are environmental hazards, 8 through Ace are bandits and just have there be multiple instances of the 5 of spades.
(that would also allow for event progression like I talk about later).
For jokers, I had Black Joker be a small goal and Red Joker be a Big Goal. That is, if they got the black joker they'd move to the next progression marker. If they drew the Red Joker, they might get some extra benefit. (didn't have anything set in stone there, just "extra benefits"; I had considered even letting them skip a progression).
- Exhausted/Injured. This was a low-level 4e game, so "injuries" cost a healing surge when they'd enter the dungeon (there were boons that would heal/negate injuries). Injuries healed the next day (unless taken during push-your-luck, then they'd be injured the next day). [this was mixed; I'd maybe have had 'major' and 'minor' injuries. Adding in letting the players split efforts would have made this more meaningful]
If more than half the party was injured, they would draw one fewer cards. Injured players also couldn't heal exhaustion.
For exhausted:
Since I had the party stick together, they had 4 "Exhaustion points" one for each uninjured player. If two people were exhausted, they couldn't push their luck [bad idea, should have worked out another cost since pushing-luck was one of the few player driven decisions and there was a fair bit of exhaustion-causing stuff]. If everyone was exhausted, they would lose a whole day to recover [this was good, But I messed up execution by them lose 24 hours right then so they'd just start drawing again at the same "time" the next day. I think if I had it to do again, I'd have them finish off their day and then lose the entire next day. And provide for multiple points of exhaustion per player]
They could not draw for a two hour block to "rest" and heal one point of exhaustion [bad idea, it should have been more costly but maybe more infrequent; I think maybe allowing for multiple levels of exhaustion and taking a day off heals all of them; adds to the "push your luck" nature]. If someone got injured, they would be removed from that day's exhaustion pool. That is, if you had 3 party members exhausted, and someone got injured, now the whole party was exhausted and they'd lose a day. [this mostly worked out; my party was perhaps overly timid and I think maybe adding in the "you can stack multiple exhaustion levels, and one day of rest heals them" mechanic would have made this more important)
Additionally cards would do things based on player state. One of the cards was "Bandit Ambush" where exhausted players were injured (too tired to run to cover quick enough) but anyone not exhausted was able to scramble out of the way.
-Bandits were always hit-and-run harrassers, focused on whittling down the party, so there never any need to bring out a map our do more than a single attack roll for each side. Bandits mostly focused on "attacking" the food/water supply levels.
- Improving Player engagement, I think another thing that would have helped player engagement was... the deck was virtually all narrative. I had vague notes about things like "natural hazard" "sand storm" "you find an oasis" "wandering trader", but I think maybe doing some sort of things like "You find a half-buried statue eroded by the wind and sand" and letting them come back, excavate, and maybe get a reward (or maybe they wasted time), but it would a choice they made and not pure random chance. I.e. Revisiting a discovered oasis was a big ask, but I'd just say "the oasis is barely more than damp sand, you are lucky to get a couple of quarts of water from it, any further attempts to exploit it would clearly be in vain" - but it would have been more fun to have locations be created the players could return to adjust how the deck plays out.
But again, that's something else that would need balance.
Another thing I wanted to expand was.... event progression. So the party before the Bandits located them, the party got hints they weren't the only ones in the area: They saw figures on the horizon, found traces of campsites, some of the Oasises had been turned into quasi-wells. Cards that would trigger bandit encounters later on, at that time were just escalating warnings they weren't alone. So I'd want to do more with that - maybe the "Sand Storms" get worse, or if theres more of them they start covering Oasises, etc. Maybe things that only trigger if other events have happened.
I really was trying to get away from "pure randome chance" and into something that reflected the party's situation.
Sort of to the earlier point about the oasis, maybe have some sites with their own progression trees or even decks; or have an "explore" deck for searching and and "exploit" deck for leveraging stuff they've already found.
Thank you for coming to my TED talk.