How to Host a Dungeon: Clash of Civilizations
Last month, Ben, Jonathan, and I got together for a playtest of How to Host a Dungeon: Clash of Civilizations. This is gigantic multi-player How to Host a Dungeon variant. I'm just getting around to digesting the learnings now.
For a while I thought I'd just junk this whole idea. The things I like about How to Host a Dungeon solo play feel dull in group play. Counting my Dwarven population to see what they build feels very flat.
But then I read Dawn of Worlds and I was inspired to take another look at my assumptions. Jonathan's also working on a multi-player collaborative world building game that's inspiring me.
So I'm revising Clash with some new fundamentals:
- Instead of rigid build lists, loose guidelines
- Breeders breed, delvers build, Drow enslave, and so on: these are the fundamentals, so keep them simple and automatic
- Replace the more arcane procedures with open-ended instructions to the players
Labels: clash of civilizations, design, How to host a dungeon, playtest