Searching: Mind Points, False Negatives, Threat Tokens
Posted: October 12th, 2019, 3:39 pm
A Hero may Search for Traps and Secret Doors as one action.
To search for traps and secret doors:
1) The Hero nominates the search area. This could be one piece of furniture, a SINGLE SQUARE, a selected group of squares, or maximum the whole room/corridor as normal.
2) The EWP then rolls one for each Mind Point the Hero has, behind the EWP screen. For each rolled, the Hero has found one trap/secret door. For the Dwarf each finds one trap/secret door.
3) It is up to Zargon to select which trap or secret door has been discovered by the Hero.
4) For each Search action, the EWP receives one Threat Counter.
5) If the Hero rolls all for their search roll, they spring a trap in the process of searching. Move the Hero to a trap (of the EWP’s choice). The Hero suffers the effects of the trap.
This creates the possibility of Heroes not finding traps or secret doors, and makes Heroes with low Mind Points the worst at finding well-hidden objects, as they should be! It also discourages meticulous searching, as the EWP will amass Threat Tokens (more on them below).
EXAMPLE 1
The Barbarian searches the room for traps and secret doors. Behind the screen, the EWP rolls two for the Barbarian's two Mind Points. The roll is a , . The Barbarian finds only one of the two traps as they only rolled one . The EWP chooses to reveal the falling block trap, but not the spear trap.
Following the Barbarian is the Elf. Knowing the Barbarian has few Mind Points and isn't very good at finding things, the Elf declares they are searching for traps and secret doors. The EWP rolls four behind the screen for the Elf's four Mind Points. They roll . This forces the EWP to reveal the spear trap in front of the door. "Phew!" the Heroes think - good thing the Elf searched after the Barbarian. As a Hero carried out another Search action, the EWP draws another Threat Token.
EXAMPLE 2
The Elf thinks there might be something interesting on the shelf, and that it might be trapped. They move through the room without searching, and declare that they will search only the bookcase for traps and secret doors. The Elf luckily moves along the arrows, avoiding the pit trap. Behind the screen, the EWP rolls four for the Elf's four Mind Points. They roll , , , . This forces the EWP to declare that the shelf contained a poisoned dart trap. Had the Elf searched the room for traps, the EWP would have had the choice of revealing the pit trap OR the poisoned dart trap on the shelf. Narrowing the search made it more likely that the Elf will find a trap on the shelf. In any event, the EWP collects one threat counter.
EXAMPLE 3
The Barbarian finds a treasure chest. They walk up to it, and declare they are searching for traps/secret doors. The EWP rolls two behind the screen for the Barbarian's two Mind Points. They roll , , and tell the Barbarian they have found no traps. Hoping there are no traps, the Barbarian opens the treasure chest, but succumbs to a poisoned dart trap. This was a false negative. The EWP collects a Threat Token. The Elf looks disapprovingly at the Barbarian.
EXAMPLE 4
The Wizard searches this room. The EWP rolls five behind the screen for the Wizard's five Mind Points. They roll , , , , . The EWP has a choice of what to reveal to the Wizard, and chooses to reveal the highlighted spear trap and secret door, hoping the Wizard will be somewhat overconfident and stumble into the teleport trap. Alternatively, the EWP might choose to not reveal the secret door, which might cause the Heroes some serious problems.
Threat Counters
The EWP collects one Threat Counter every time a Hero:
Makes a Search Action
Springs a Trap
Reaches Zero Body Points
Opens a Secret Door
Shouts down a corridor (If the Heroes are not in reasonable speaking distance, and one player suggests something to another relevant to the game eg "I think you should look in the bookcase" they are deemed to have shouted, and give the EWP one Threat Counter)
The Threat Counters are used to play cards in the EWP Deck:
Every 10 minutes the EWP draws one card from the EWP Deck. Each card has an associated number of Threat with it that's required to play it. Better cards need more Threat. The Threat is shown in the lower right corner:
The above EWP Card would cost 5 Threat Tokens for example.
This gives the EWP a choice - to collect Threat until one nasty card comes form the EWP deck, or to play lots of smaller threats along the way; or even to bluff a big threat by not playing small cards!
The Sand Timer creates a clock that adds to the tension - can the Heroes escape the Dungeon before bad stuff happens?
The Threat Counters discourage meticulous searching and wasting time - the more extravagance the Heroes engage in the Dungeon, the more likely it will be that bad stuff happens!
DISCLAIMER - Haven't playtested the Threat levels of each EWP card to work out the right number!
Overall, the above seems to add a lot of flavour to searching:
Have we missed a trap?
Have we missed a secret door?
Shall we search the room AGAIN even though the Barbarian said there was nothing interesting?
How close is the EWP to playing a card? Might one more search give them the counter they need to play something horrible?
Do we need to go back and look for more secret doors? (As the EWP rolls behind the screen, they can play the role of a good DM and reveal a crucial secret door in order to improve the experience of the players - their choice!)
Other positives:
The Talisman of Lore a huge artefact for the Barbarian.
Mind Points are more interesting, and encourages the Wizard to preserve them and not engage in spellcasting additions that cost Mind Points.
The Dwarf is better at finding traps and secret doors, in addition to disarming traps.
The Heroes are more different to each other in an appropriate way.
Quests are just a bit harder, but in a flavourful way.
To search for traps and secret doors:
1) The Hero nominates the search area. This could be one piece of furniture, a SINGLE SQUARE, a selected group of squares, or maximum the whole room/corridor as normal.
2) The EWP then rolls one for each Mind Point the Hero has, behind the EWP screen. For each rolled, the Hero has found one trap/secret door. For the Dwarf each finds one trap/secret door.
3) It is up to Zargon to select which trap or secret door has been discovered by the Hero.
4) For each Search action, the EWP receives one Threat Counter.
5) If the Hero rolls all for their search roll, they spring a trap in the process of searching. Move the Hero to a trap (of the EWP’s choice). The Hero suffers the effects of the trap.
This creates the possibility of Heroes not finding traps or secret doors, and makes Heroes with low Mind Points the worst at finding well-hidden objects, as they should be! It also discourages meticulous searching, as the EWP will amass Threat Tokens (more on them below).
EXAMPLE 1
The Barbarian searches the room for traps and secret doors. Behind the screen, the EWP rolls two for the Barbarian's two Mind Points. The roll is a , . The Barbarian finds only one of the two traps as they only rolled one . The EWP chooses to reveal the falling block trap, but not the spear trap.
Following the Barbarian is the Elf. Knowing the Barbarian has few Mind Points and isn't very good at finding things, the Elf declares they are searching for traps and secret doors. The EWP rolls four behind the screen for the Elf's four Mind Points. They roll . This forces the EWP to reveal the spear trap in front of the door. "Phew!" the Heroes think - good thing the Elf searched after the Barbarian. As a Hero carried out another Search action, the EWP draws another Threat Token.
EXAMPLE 2
The Elf thinks there might be something interesting on the shelf, and that it might be trapped. They move through the room without searching, and declare that they will search only the bookcase for traps and secret doors. The Elf luckily moves along the arrows, avoiding the pit trap. Behind the screen, the EWP rolls four for the Elf's four Mind Points. They roll , , , . This forces the EWP to declare that the shelf contained a poisoned dart trap. Had the Elf searched the room for traps, the EWP would have had the choice of revealing the pit trap OR the poisoned dart trap on the shelf. Narrowing the search made it more likely that the Elf will find a trap on the shelf. In any event, the EWP collects one threat counter.
EXAMPLE 3
The Barbarian finds a treasure chest. They walk up to it, and declare they are searching for traps/secret doors. The EWP rolls two behind the screen for the Barbarian's two Mind Points. They roll , , and tell the Barbarian they have found no traps. Hoping there are no traps, the Barbarian opens the treasure chest, but succumbs to a poisoned dart trap. This was a false negative. The EWP collects a Threat Token. The Elf looks disapprovingly at the Barbarian.
EXAMPLE 4
The Wizard searches this room. The EWP rolls five behind the screen for the Wizard's five Mind Points. They roll , , , , . The EWP has a choice of what to reveal to the Wizard, and chooses to reveal the highlighted spear trap and secret door, hoping the Wizard will be somewhat overconfident and stumble into the teleport trap. Alternatively, the EWP might choose to not reveal the secret door, which might cause the Heroes some serious problems.
Threat Counters
The EWP collects one Threat Counter every time a Hero:
Makes a Search Action
Springs a Trap
Reaches Zero Body Points
Opens a Secret Door
Shouts down a corridor (If the Heroes are not in reasonable speaking distance, and one player suggests something to another relevant to the game eg "I think you should look in the bookcase" they are deemed to have shouted, and give the EWP one Threat Counter)
The Threat Counters are used to play cards in the EWP Deck:
Every 10 minutes the EWP draws one card from the EWP Deck. Each card has an associated number of Threat with it that's required to play it. Better cards need more Threat. The Threat is shown in the lower right corner:
The above EWP Card would cost 5 Threat Tokens for example.
This gives the EWP a choice - to collect Threat until one nasty card comes form the EWP deck, or to play lots of smaller threats along the way; or even to bluff a big threat by not playing small cards!
The Sand Timer creates a clock that adds to the tension - can the Heroes escape the Dungeon before bad stuff happens?
The Threat Counters discourage meticulous searching and wasting time - the more extravagance the Heroes engage in the Dungeon, the more likely it will be that bad stuff happens!
DISCLAIMER - Haven't playtested the Threat levels of each EWP card to work out the right number!
Overall, the above seems to add a lot of flavour to searching:
Have we missed a trap?
Have we missed a secret door?
Shall we search the room AGAIN even though the Barbarian said there was nothing interesting?
How close is the EWP to playing a card? Might one more search give them the counter they need to play something horrible?
Do we need to go back and look for more secret doors? (As the EWP rolls behind the screen, they can play the role of a good DM and reveal a crucial secret door in order to improve the experience of the players - their choice!)
Other positives:
The Talisman of Lore a huge artefact for the Barbarian.
Mind Points are more interesting, and encourages the Wizard to preserve them and not engage in spellcasting additions that cost Mind Points.
The Dwarf is better at finding traps and secret doors, in addition to disarming traps.
The Heroes are more different to each other in an appropriate way.
Quests are just a bit harder, but in a flavourful way.