Sunday 18 December 2011

The future of DemonLord {Trollish Delver Games}

I've been quiet recently on the subject of DemonLord. That doesn't mean that it hasn't been on my mind, far from it. I've been thinking about how to best deliver DemonLord as a game that people will want to play and in its current form I don't think it holds up. 


There are people out there making games far better than my original vision for DemonLord. I've been thinking about the merits of releasing a completely new system that feels a lot like other RPGs already on the market. What's the advantage of that? Am I really delivering an experience that people want?

So I've decided that rather than scrapping the project, I'm refining it. I stated from the beginning that DemonLord was going to be compatible for solo play and now I want this to be the sole focus of the game. Instead of releasing a core rulebook, instead there will be a series of standalone solo adventures that incorporate the rules. What's more, each adventure will act like an expansion, adding new rules as they go.

I feel that there are very few systems out there targeting solo play and I think I can create a more innovative gaming experience in this format.

5 comments:

  1. I was wondering what was going on with the project. I love the idea of releasing the game through solo modules. I have been thinking in this same direction of late, and wondering why more game companies haven't tapped into this market. Besides T&T, I can't name one game that caters to solo play. Good luck with finishing the game, and getting the first adventure published!

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  2. This has been my reason behind taking time to re-examine my own projects. I felt the same way.

    And there is something you might want to take a look at:

    http://www.rpgnow.com/product_info.php?products_id=89451

    After this past 6 months I'm beginning to wonder if there is anything that hasn't been covered. I think next year will be a year of shaking out.

    Someone posted not long ago after reviewing a new system, and favorably so, that even though it had some things he might add to his own game his final thought was 'do I really need another D&D?' and that kind of stuck with me.

    Maybe it is time to start taking all this to the next level and start providing material for systems already on the market. I have already decided come the first of the year I'm going to stop acquiring new systems and concentrate on what's already out. I have 1.5 million systems...do I really need another one? :)

    And I'm not saying anything about not expressing one's creative nature. I just feel it may be time to look at consolidating and building on the deep bedrock we already have.

    Also, one project I'm working on is the same thing you detailed above... :(

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  4. @ADD Grognard I see where you're coming from and that's the main reason why I write Tunnels & Trolls stuff. However, I know that there are people who can't get groups together but still want a similar gaming style. I hope to achieve this with DemonLord. Yes, there may be a gazillion RPG systems already out there, but solo material is few and far between. Chronicles of Arax is a good game and I love the stuff Crystal Star puts out, but for me that's a very simple 'room-to-room' dungeon-crawl. I want to create a modular solo experience with the stories of Fighting Fantasy and some of the freedom of Fabled Lands.
    I'd be interested to hear what you're working on. As I say, the solo market is almost untapped.

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  5. When I posted this almost two years ago:

    http://forsaken-souls.blogspot.com/p/my-personal-commitment.html

    I had it in mind to issue a solo system and being into solo more myself these days (I like the save point in a tabletop game better than a video game-just push the 'sleep' button).

    My concept is to build out from a single engine so that solo can join into a group with the same character, kids can join in as they get older with their characters, etc.

    I'm slowly getting this beast on its knees:

    http://lonerpggamer.blogspot.com/

    but I'm learning as I go and studying theory to bring something more than just a CYOA type gameplay experience to the table (no pun intended but I'll take it). Being able, for instance, to run solo and end in a village or town that is an online area and join a party seamlessly by checking in at the 'tavern' (online forum) is one of the ideas.

    I am way behind as the date on the image shows. When your sole employee just drops off the face of the earth and then you take a health hit it can slow things quite a bit. But it is the journey, not the destination that counts :)

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