So how would y'all go about creating a darkest dungeon-esque game?

So how would y'all go about creating a darkest dungeon-esque game?

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You play Torchbearer. It's quite literally one of the inspirations for Darkest Dungeon.

Play B/X, track turns (10 minute periods) with a spindown d20.

Play ravenloft.

D&D4e with a very low level cap.

easy. just fucking kill yourself at the table for unironically enjoying a shit game.

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torchbearer

Here's a thing someone did for Lamentations of the Flame Princess. Seems a little barebones, sure you can work out/steal a Stress system and add it.

Call of Cthulhu: Dark Ages?

>there are 8 posters in this thread
:thinking:

Draw inspiration from Dungeon Life Quest.

>t. casual soyboy who lost his waifu and got mad
Should've reminded yourself.

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lewd heals best heals

>le grimdark
>le lovecraft
>le narrator
Neck yourself reddit

Blades in the Dark has all the tools needed to make something feel like it's from Darkest Dungeon without trying to literally create the TTRPG conversion of Darkest Dungeon which is pretty pointless.

Not him, but...

>hard game meme
No, DD is not hard. It's frustrating. Because it has huge amounts of RNG and many situations where you're forced to lose (and with your dead characters dies your progress).

It's like that game about climbing with the guy in the pot with the hammer. The creator is so smug about the difficulty of the game. No, you fucking retard, your game is not difficult. Climbing using the hammer is not difficult. The difficult part is not being bored to tears at re-doing the same climb for the fifth time because failing at some point throws you back a half hour.

>he doesn't understand that adversity and existence are one and the same
Slumped shoulders, wild eyes, and a stumbling gait. This one is no more good to us.

Holy fucking shit. Since when did become not OK to lose in a fucking game anymore ? I think I missed the memo.
Is it because the "hold space to win" QTE bullshit trend ? Game are about error and trial, so what.

>losing is frustrating :-(
Spotted the 12yo. Sorry this isn't one of your games where you can't lose, I guess you should play movies like Hellblade and Uncharted.

DD is hard and frustrating, you have to get lucky and you have to know what you are doing.

>losing isn't frustrating
I dunno dude when I get memed on by 4 groupers I get pretty fucking frustrated

>"hold space to win" QTE bullshit trend
Only a problem with a minority of developers, who are subject to the majority of complaints

>He spends his limited time on Earth re-doing things he has already done just to get to the next grind

A good game doesn't force you to lose because RNGesus didn't bless you today, and then force you to grind or re-do what you've done; especially hundreds of times.

OSR RPGs are the same thing as DD, with the difference that you can at any time do whatever the fuck you want, so you can actually put in some strategy and thinking into your combat. (No, following an "ability algorithm" is not tactics)

>get lucky
That's the problem.
Obviously a blind monkey mashing buttons won't finish the game (well, eventually it will, but you get me), but it depends too much on luck and "obligatory failure then repeat".

Not just developers, but whiney players who cry because the game is toooo haaaard :'( worst game ever
*downvote*

>force you to lose
That's called losing. Not "being forced to lose".
>let me define what a good game is or isn't
So are you saying chess and tetris aren't good games ? There's a shitload of RNG in these games but they're the most popular; is everyone wrong but you ?
You can't imagine the amount of RNG there is in a basketball game or a boxing match, yet people bet their entire careers and lives on it, and here you are crying because of a video game.
If it was up to you you wouldn't take any damage, you wouldn't lose any unit and you would just "win" because you're so great and because what matters is that your fantasies be fulfilled. That takes away all the gameplay around dealing with damage, protection, healing, replacing your dead/broken units, etc.
If you had control over everything you wouldn't be playing a game, you'd be writing a story. A game has a dimension over which you have no control, and that's implemented through the RNG. Get over it.

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GURPS on low amount of points with class-like templates + Stress system.

>Pretending to not know the name of the flavor of the month game

Sounds like you... Couldn't get over it.

I like playing dice games too, and many of those require tactics too. Hell, most TTRPGs are built on top of risk vs. reward dice rolls even when they are extremely tactical.

Losing is Fun faggot

>The difficult part is not being bored to tears at re-doing the same climb for the fifth time because failing at some point throws you back a half hour.
If it's not difficult, then why are you failing so often that you get "bored"?

Let's say you have a 90% chance of getting past an obstacle, and a 10% chance of losing all your progress. There are 50 obstacles. Getting past an obstacle takes half a minute.
Do the math.

But if the game isn't difficult, then that 10% shouldn't even be a factor. Sounds to me like a classic case of mad cuz bad.

Not him, but if the game relies entirely in shitty RNG, then it quickly gets stale. There is a difference between having random element in a game (say, a dice throw plus modifiers of your character, like in an average RPG) and extreme randomness, where literally nothing matters other than string of unmodified by anything dice rolls.

And the game is boring, because it's a fucking grindfest, with extremely fake longevity - you need to continously do the same shit, beat the same bosses, visit same locations and literally nothing is achieved at all, after you finish given location once. It's just the same shit all over again.
And that's why the game is boring. Cut the grindfest and it can be finished in 5 hours. Add the grindfest and you have "long" game that takes 16, but 8 of those are repeating the same stuff all over and another 3 spend on managing your parties to slog through.
Not even Japs make grind-based games like that.

Use your go to OSR game, work into it some stress/madness mechanics and add some other interactions with the dungeons other tahn combat, or elsw you'll have some very bored players.

I can't tell what the fuck is going on to the left

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>No, DD is not hard. It's frustrating. Because it has huge amounts of RNG and many situations where you're forced to lose (and with your dead characters dies your progress).
>he can't manage risk
how fucking retarded are you?

warhammer fantasy 2e or Zweihänder, which is basically the same.

Aww, they're kissing The Plague Doctor and the Witch hunter are

No, DD is a bad game because it's fucking RNG. You can be playing perfectly well and a string series of bad luck fucking wipes out all your progress. The game's a goddamn shitshow and permadeath should have been optional. At least in d&d when you die your character's death is meaningful (as in it affects the other players in the game) versus being "WELL SHIT, GUESS I GOTTA START OVER AGAIN."

also fuck the whole "im too good to run new adventurers thru dungeons because my level is high" bullshit, fuck you nigger, I'm paying your goddamn bills you get your stupid bitch ass in the fucking dungeon.

youtube.com/watch?v=moDRbYgxDg4

Video VERY MUCH FUCKING RELATED.

But they're both girls, user!

*grave robber

If you went into the cove without taking fishy fun time into account you deserve whatever you get.

Here's a hint: you should bring a Plague Doctor with stun trinkets and ideally an Occultist into the cove every single run. Stun the back row with gas, focus fire the front, shufflestun to clear corpses as needed, cure bleed if you get pinched. Occultist should be in third row so he can knife people whenever he's not healing. Give him eldritch killing incense and the healing head. Front row can be basically anybody who puts out damage. Boom, cove cleared every time.

>You can be playing perfectly well and a string series of bad luck fucking wipes out all your progress
If you kept plowing forwards after shit got bad instead of retreating to regroup, you deserve what you got. I know the feeling perfectly well; I rolled out for the Necromancer Lord with a pair each of maxed out Vestels and Crusaders, which I routinely use to stomp the ruins. First fight was a Shieldwall, Gladiator, Noble, and a Bone Bearer. After twelve turns of ineffectively trying to whittle the Bearer down with judgements whenever I could stun the shieldwall while my crusaders desperately tried to cover their job with battlefield heal, poor Reynold finally lost it, refused healing, and died. The bearer had like five health left, so I dedicated to keep going even though my team was half dead. Big mistake. I fucked up, tried to heal a vestel off of DD via judgment instead of a proper heal, it missed, she died, after which I retreated and scrubbed the mission.

What cased all this? Was it RNG? No, not really. It was me being reckless and stupid for having brought a party that completely lacked dedicated backline damage, area stuns, or any shuffles. RNG didn't kill me, it's the only reason I'd ever had success with that party in the first place. I'd just been lucky enough to never run into a fight where I couldn't just meatgrinder my way through the front ranks.

The level thing is super gay, though, I'm with you on that.

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>First fight was a Shieldwall, Gladiator, Noble, and a Bone Bearer.
In a champion dungeon? You should have ditched right there.

Have fun with your visual porn novels, you stupid fuck.

Salty much?

seems like someone needs to remind themselves

>-esque
>-esque