Subject:
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Re: Elements of a brick oriented RPG
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Newsgroups:
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lugnet.gaming
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Date:
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Fri, 17 May 2002 08:59:34 GMT
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Viewed:
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13 times
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In lugnet.fun.gaming, Mike Rayhawk writes:
> Fortunately it's easy to design scenarios that limit players' movement, or
> at least limit the action to areas where all the scenery is pre-built. I
> remember relying heavily on 'escape the haunted mansion' adventures, and on
> adventures that took place entirely within the confines of a
> carefully-designed space station.
Almost forgot - the other thing we used to do is build a whole bunch of
dungeon 'modules' on the old green 10x20 bricks. We'd hide them under the
table and asseble them together like dominoes as the players traveled
further and further into the dungeon. This didn't leave a lot of room for
role-playing but it always struck me as a neat use of the medium.
- Mike.
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Message has 1 Reply: | | Re: Elements of a brick oriented RPG
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| (...) Dungeon scenarios don't have to be devoid of role playing. Actually, most of the Fantasy campaigns I have run have had a majority of the scenarios involve an underground or indoor location. Outdoor locations though can be the easiest to do if (...) (23 years ago, 17-May-02, to lugnet.gaming)
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Message is in Reply To:
| | Re: Elements of a brick oriented RPG
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| (...) This is probably the single most important consideration, since there have been plenty of Lego-RPGs that have come and gone over the last couple of years that failed because they were just standard RPGs with Lego elements tacked on in a shoddy (...) (23 years ago, 17-May-02, to lugnet.gaming)
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