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There are too many Dungeon Crawlers. There are too few Dungeon Crawlers.

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06 Nov 2018 20:18 #285470 by hotseatgames
The base box of SEAL Team Flix is not a dungeon crawl, in my humble opinion. The base box.

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06 Nov 2018 20:25 - 06 Nov 2018 20:46 #285471 by Gary Sax
Really? How come? Only thing I can think is lack of enemy variety and slow climax in difficulty to a boss battle, which would normally be in a crawl but not in Flix.

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06 Nov 2018 20:42 #285472 by Shellhead
I really like the idea of a dungeon crawler boardgame. But as this thread shows, the reality always comes up short in comparison to an actual dungeon crawl rpg campaign. And that's okay. If people have the time and inclination to play a real rpg, they should do that. A boardgame is potentially a great alternative if your time is limited, or you don't have a regular group, or a decent gamemaster.
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06 Nov 2018 21:38 #285473 by hotseatgames

Gary Sax wrote: Really? How come? Only thing I can think is lack of enemy variety and slow climax in difficulty to a boss battle, which would normally be in a crawl but not in Flix.


Players don't change at all during the game, beyond getting filled full of holes. No loot. And yeah, we do have a "boss" of sorts, but it's not like some big build-up. She just kicks your ass if you don't kick hers first.

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06 Nov 2018 21:46 #285474 by Gary Sax
You do get better equipment between levels, I always figured that was enough for a crawl.

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06 Nov 2018 23:52 #285477 by hotseatgames
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07 Nov 2018 10:18 #285490 by Vysetron
I don't think having scenarios makes a game a dungeon crawl, and that's the closest Seal Team Flix gets to being one. You do all your gearing up before the scenario starts and it doesn't really have the exploration that so many other games in the genre try (and often fail) to achieve. Maybe we need to establish some genre taxonomy?

Related to the newest front page piece, Flix also gets around the player agency problem that so many dungeon crawlers have via, you know, the flicking. So that's also different.

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