Submitted by Chainsaw Aardvark on Sat, 2007-11-03 17:37.
The graphic disappeared simply because I couldn't cut and paste it with the rest of the text. My goal was to change as little as possible aside from the layout, and the font size. (its 10/10.5 with a 14 title.)
Given that part of the mythos behind the Lovecraft's creatures is that their true form best are left to the imagination - dropping a small illustration doesn't seem like a major folly.
Switching gears, I've got a few ideas about the slightly fatalistic pattern of these solo games. There could either be objects to find (such as the keys in "Doom: Semper Fidels") or an expendable attribute (fatigue to run away) that gives the player a limited ability to shift the location die roll.
Another interesting idea would be to have the exploration die be a user chosen attribute. A lower die means less likely to encounter the dangerous creatures in the high numbers without exploration - but it also means possibly running out of time/letting the enemy grow stronger. The reverse would also be true - high die means potentially faster progress - and a chance to meet big threats too soon.
How about tying the exploration to a percentile roll? Then some locations could be more common than others, rather than a flat 5% for any given one. (Entry 1-5: secret passage, find the BFG, 6-26 Imps!, 27-37 crushing ceiling...)
There is a fine line between hobby and obsession. I seem to have lost sight of it some time ago.
Picture this
The graphic disappeared simply because I couldn't cut and paste it with the rest of the text. My goal was to change as little as possible aside from the layout, and the font size. (its 10/10.5 with a 14 title.)
Given that part of the mythos behind the Lovecraft's creatures is that their true form best are left to the imagination - dropping a small illustration doesn't seem like a major folly.
Switching gears, I've got a few ideas about the slightly fatalistic pattern of these solo games. There could either be objects to find (such as the keys in "Doom: Semper Fidels") or an expendable attribute (fatigue to run away) that gives the player a limited ability to shift the location die roll.
Another interesting idea would be to have the exploration die be a user chosen attribute. A lower die means less likely to encounter the dangerous creatures in the high numbers without exploration - but it also means possibly running out of time/letting the enemy grow stronger. The reverse would also be true - high die means potentially faster progress - and a chance to meet big threats too soon.
How about tying the exploration to a percentile roll? Then some locations could be more common than others, rather than a flat 5% for any given one. (Entry 1-5: secret passage, find the BFG, 6-26 Imps!, 27-37 crushing ceiling...)
There is a fine line between hobby and obsession. I seem to have lost sight of it some time ago.