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TRASH LAB 1: Crisis of the Costumed Heroes

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07 Aug 2009 09:09 - 07 Aug 2009 09:10 #37181 by Aarontu
Here is an example of a story board from Dinos of the Lost World. You move along it like a track in a roll and move game, but you also have numbered "experience" cards that you can spend to move a specific number of panels instead of rolling. Each panel has some text beneath it that says what happens (gain VP or a tool, lose a tool, exit the story board, or battle. When you fail a battle, you flee and exit the story).



The game has 16 story boards or something. Not exactly sure how you could use the idea in this superhero game, but maybe it'll give some ideas.
Last edit: 07 Aug 2009 09:10 by Aarontu.

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07 Aug 2009 13:30 #37204 by metalface13
Aarontu wrote:

Here is an example of a story board from Dinos of the Lost World. You move along it like a track in a roll and move game, but you also have numbered "experience" cards that you can spend to move a specific number of panels instead of rolling. Each panel has some text beneath it that says what happens (gain VP or a tool, lose a tool, exit the story board, or battle. When you fail a battle, you flee and exit the story).



The game has 16 story boards or something. Not exactly sure how you could use the idea in this superhero game, but maybe it'll give some ideas.


Yeah, those are the boards I was referring to.

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07 Aug 2009 21:04 #37228 by kookoobah
The idea about time traveling would be great, especially if you have the 3 boards that are the same place in different time eras, affecting a board in the past would affect the current and the future.

I like the ideas so far, especially the traitor to team to coop style of play. There should be significant rewards during the first two parts to make people care about being in conflict with each other, since they know that in the final phase, it's going to be a big team-up.

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12 Aug 2009 07:31 #37527 by Juniper
Aarontu wrote:

Here is an example of a story board from Dinos of the Lost World. You move along it like a track in a roll and move game, but you also have numbered "experience" cards that you can spend to move a specific number of panels instead of rolling. Each panel has some text beneath it that says what happens (gain VP or a tool, lose a tool, exit the story board, or battle. When you fail a battle, you flee and exit the story).


The more I think about this, the more I like it. At first, I was concerned that the limited number of adventures would make the game repetitive after only a few plays. Then I realized that the adventures don't actually need to be limited in number. The game could be like a CCG, except that the collectible items would be comic books, not cards.

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