The rules currently draw substantial elements from the following systems, to give a feel for the flavor:
- Outdoor Survival: Movement mechanics, basic turn sequence, and terrain types
- Source of the Nile: Game objectives, mapping, and expedition organization.
- Underworld and Wilderness Adventures (D&D Vol III): Character design, encounters
This game system is intended to be detail-heavy and require substantial record-keeping. That's a nearly non-existent game category today, which is why I want to make my own! It will definitely require a calculator to handle all the combat calculations, but probably not a spreadsheet. The overall intent is to create a solitaire-appropriate game that allows me to either wander around a real-world map, or procedurally generate a random one as the expedition travels. Multiple players would mostly be playing independently (like Magic Realm) with limited interactivity, but that's a standard problem for adventure games that I've discussed before. Once I have everything working solo, I'll think about what to do to keep additional players from getting bored.
Here's a run-down of the table of contents with the state of completion for each section:
- Introduction (revised)
- Game Concepts (revised and expanded)
- Victory Conditions (revised)
- Character Creation (revised and simplified)
- Recruiting and Outfitting (in process of revision)
- Map (revised)
- Time (complete)
- Movement (draft)
- Exploration, Discoveries, and Encounters (draft)
- Combat (draft, very rough)
- Exploration Reports and Advancement (draft)
- Weekly Actions (draft)
- Victory and Defeat Conditions: Competitive Games (draft, very rough)
Then I have a large number of mod-able optional rules that can help define the setting for the hex crawl (ancient mythology, medieval, fantasy, New World):
- Fantasy Race & Class (draft)
- Encumbrance
- Becoming Lost
- Reaction Rolls
- Dungeoneering
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