i mean your ideas are fairly logical. but i also like the method i have used i that you accumulate tokens via an 'impending doom' to that the danger rises the longer nothing happens.
that being said. there is no reason why i couldnt use similar to flesh out the use of the tokens. i just feel wandering monsters and traps is more than enough...At the moment! in my head this all balances out nicely. so there is every possibility once i have fleshed out the themed hazards...it might need a little more 'oomph' to bolster the use of dungeon counters.
i just dont know yet. did you have a read of the rules i posted up?
ive slapped the co-op play rules on google drive for you to have a look...remember its all WIP
https://docs.google.com/document/d/1Fmv ... ue&sd=true
at the moment i am trying to create more quests. i never liked how they were written. and how every quest could feel the same. so im trying to vary them up.
for rescue quests. having 12 to roll up. but each one has slightly varying conditions so no matter what type of quest you roll up. they always have some form of interesting spice to keep the feel fresh.
Revenge quests. are a bit meh. they killed my family. they killed my friend. i dunno they just seem too narrow for a co-op experience. and not sure how varying these up will work out. but ive written a couple of nice different stlye quests that have their own little twist. i might slash out of of the lesser existing ideas if i can cook up things better. maybe these should just be straight up "go kill stuff type quests" but no reason why they cant be made more interesting.
Retrieval quests - kinda hard in co-op play to avoid the "find quest room and recover the item from the chest after killing all the monsters" its too obvious and offers nothing interesting. so maybe some way to randomize this might be a clever way to add some variation into the mix. i just want to avoid the obvious and the same scenario for each quest type. just havent thought upon this too much at the moment.
Race against time always felt like a wasted opportunity. it never really felt like a race against anything. and seems kinda pointless to have multiple expeditions for a quest that is a race against time.
so im toying with a timer counter that follows the heroes and once it catchs up to them. time is up...quest over/failed. i mean its a nice varied idea. just bouncing the idea around in my head at the moment in how it would work best. but would certainly add a valued sense of urgency to playing these particular quests. as well as giving a nice sense of variation to a type of quest.
Exploration - this again falls foul of finding the quest room. so again some way of enhancing the 'exploration' aspect of this type of quest is needed. but this is way down the list. im sure ill cook something up by the time i get this far down.
again though the idea should be plug and play. use whatever rules you want. these quests should be able to be used by anyone...im kinda looking forwards to writing some more epic style quests as well at a later date.....beyond playtesting i think
