I’ve been working on my expansion to Dungeon run for a while now, and while things don’t exactly flow sequentially, I find it makes for better blog posts, so I’ll go ahead and take this tact.
In actuality, I am working on four-five tabs at once, and things get fleshed out over time, but it’s just easier to reveal entire swaths at once. So, let’s start with the encounters, shall we?
As I said in my previous post, I started by identifying all of the different columns that were available to encounter cards. Primarily this includes name, type, race, attacks, offense, defense, escape, & life. That covers all of the basic parts of a monster card, but it doesn’t cover traps (which also require Disarm & Damage) or strangers, which simply have a block of text. Add those all together, and you have the bones you need to start creating the various card types.
I set forth originally to create 50 total encounter cards (though I wound up falling far short of that). Arbitrarily, I opted on making four new bosses, four strangers, ten traps, and the rest would be monsters. Let’s take a look at each individually
Though I’m starting out with them (based upon the order that they fell in my spreadsheet), traps were actually the last types of encounters that I created. This is because I felt like they were largely unimaginative: you just put a trap name and then do a little damage to players. The one overarching theme I tried to integrate into the traps was what Plaid Hat had mentioned in their spoilers for their rendition: “The Traps in Dungeon Run 2 focus less on causing damage and more on causing mayhem.” With that in mind, I tried to come up with trap ideas that suited that theme and this is where I landed: Continue reading