Skip to main content

The House of the Red Doors Developer Diary

So post Gen Con analysis of the House of the Red Doors begins. I am happy about many parts of the adventure. I love the story and the fact that a successful conclusion requires paying attention and solving puzzles. There's certainly times for dice rolling, but in most cases they do not revolve around combat. A player can find enough fighting to get their fill, but will their PC survive? (Spoiler it's not likely.)

I'm also happy with the overall vibe. It's untethered and not narratively linear. The parts don't have to make sense as in a "real world" dungeon. The encounters take place in an otherworld or dreamland. The inhabitants are likewise unchained from reality. This is a great freedom in the design.

The endings all have several solutions. That was a conscience design choice. Picking the right solution is the main objective. Puzzles do not have to be death traps with a single linear solution. Like your dungeons, they too can provide more avenues for success that conclude with more or less advantageous results for the navigator. In fact, all the puzzles in The House of the Red Doors have multiple solutions. However, your PC may not survive some of them...

A big takeaway from doing the funnel 27 times in a row over three days, was the impact of repeatedly presenting the adventure. I've certainly heard and try to observe the advice about italics text for an adventure. "Keep it brief and to the point. It's not a place for flowery exposition." The point has never been driven home so hard as when one presents the same text 10 times in 4 hours. On the last day, I just started making up shorter passages. I'm still working on abbreviating as much as I can.

I also have been considering changing the second part of the adventure. There is not a lot of risk to the PC and I had left a part of the introduction unused. The choices always impacted the end and the scoring, but not play. It is time to rectify that. So part 2 will change a bit. Many of the core pieces are still there, just re-jiggered, impactful, and shortened. Fear not, making duck faces will certainly be kept.

This was a newer iteration for the the scoring as well. It produced more tempered scores on the high end. Best was 14. I had seven or eight who scored 5 or more points. The negative scores spiked a great deal. A record worst of -21 was recorded. So I think I overreacted on negative values as well as making the opportunities to gain them too numerous. Having an alignment still introduces a lot of swingy-ness into the scoring and 85% percent of players at Gen Con opted to be aligned. So hopefully the next iteration finally strikes the right balance.

So the Kickstarter is next and right around the corner. I'm excited about the potential for rewriting this 1 on 1 adventure into a true solo adventure.

Comments

Popular posts from this blog

Convention Support of the "Third Party"

Awhile back smart guy, Jon Wilson , was wondering on MeWe how third party publishers might increase their visibility at conventions. Certainly swag, T-shirts, and Kickstarters elevate a third party's profile maybe more online than at a convention. I've noticed that cross pollination seems to bump sales up a bit. The Lesser Key of the Celestial Legion Kickstarter gave me one of the best months for Angels, Daemons and Beings Between, vol. 2: Elfland Edition since its publishing. Donn's appearance on Spellburn converted a few extra sales than normal as well. But none of these scenarios directly address elevating third party products at a convention. I missed sailing the third party boat I set-up for myself at Gen Con this year. Joseph allowed me to run a tournament and present my awards during the Goodman Games Gen Con closing ceremony. I was more worried about stumbling in front of the packed ICC room than introducing myself to the DCC faithful. So I forgot everything and...

Gen Con: The House of the Red Doors Tournament

Gen Con 2019 is over and I had a great if exhausting time. I ran 12 hours of an adventure I debuted at U-Con back in November 2018. The House of the Red Doors is an unusual adventure. First, it is a funnel. If you're not familiar with Dungeon Crawl Classics , funnels are 0 level adventures that catapult their survivors into an adventurer's life. Bad things happen to normal people. They die -- by the cartful. Hopefully each player has one character by the end and everyone levels up to their 1st level character. Second, The House of the Red Doors is a single player funnel. The player has one character and one chance to successfully complete the adventure. Death means you have to start over. In a tournament setting, death is the end of a participant's run. I like the dynamic of two people sitting down to play an RPG. To me, it's akin to reading sci-fi/fantasy fiction where there is only a protagonist. It's intimate and the player has no one to rely on other than th...