I won. For the estimated readership of this blog I have to hopefully dispel any prejudices, equate the dungeons with "bad role-playing." There is only good and bad dungeons. With UA must now focus less on fighting the monster (although this would go), but creepy, dark corridors, water from the ceiling dropwise, a decommissioned underground shaft and things that are in the dark make "kloink" itself very consistent, as well as the overcoming of challenges, including magical traps, illusions, rusty locks, sadistic riddles mad scientist, and yes, sometimes a lunatic or a zombie, rabid rats or rusted train tracks, come to life. Or clowns living in the sewers. Not to mention resource management in relation to oxygen, batteries or food.
Cool with UA is that the state of mind and one's worldview is still with his hand in the game. Dungeons in any form, whether haunted houses, other areas, sewers, Underground, labyrinthine warehouses, factories or rusty disused bunker complexes are fine so well in this game. Of course they play is quite different from the classic fantasy dungeon, because it just goes to horror. A small example was found in the last round of our campaign, which I reports here in the UA forum . I found really fascinating: The existence of the dungeon itself already causes anxiety, the planning for the descent is pursued much more actively and with a lot of abstruse plans, the alternative, the whole thing is to destroy not see a course of action, the discovery of a corpse is beyond the looting is really exciting and how much you can stand at a critical mind Factor.
ideas like this in the blog or the forum thread. And turn the next "secret message" will also about all sorts of "interior".
Cool with UA is that the state of mind and one's worldview is still with his hand in the game. Dungeons in any form, whether haunted houses, other areas, sewers, Underground, labyrinthine warehouses, factories or rusty disused bunker complexes are fine so well in this game. Of course they play is quite different from the classic fantasy dungeon, because it just goes to horror. A small example was found in the last round of our campaign, which I reports here in the UA forum . I found really fascinating: The existence of the dungeon itself already causes anxiety, the planning for the descent is pursued much more actively and with a lot of abstruse plans, the alternative, the whole thing is to destroy not see a course of action, the discovery of a corpse is beyond the looting is really exciting and how much you can stand at a critical mind Factor.
ideas like this in the blog or the forum thread. And turn the next "secret message" will also about all sorts of "interior".
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