Re: Shandalar Clone
Ok, as I posted in another thread, I just now today learned about the Quest mode in Forge, as well as this awesome thread discussing a Shandalar like mode that would be added to it! It's as if I have had my wishes come true as I've wanted something very much like what is being discussed here tackled for a very long time.
I have read most of the thread here and will continue later, but I just wanted to throw my hat into the ring as far as contributing anything I can to help with this incredible endeavor. I'm not a graphic's person or a programmer, but I do, as Huggy eluded to in an earlier post, have a hell of allot of screen time devoted to playing within Shandalar.
I also have a habit over the years of adding mechanics to already published games in the way that house rules are created in various play groups. I have thought about this as it applies to Shandalar over the years and will, when time permits me, like to express those here.I just wanted to post here to let you guys know that I am now aware of this exciting project and at how impressed I am with the incredible ideas from all the folks who have shared their insight & ideas in developing the concept.
First thing I want to do is start a fresh game of Shandalar and take notes as I progress from start to finish to:
A) Refresh my memory about certain conditions that apply to the character at the start of his journey with the 10 lives & the deck of cards (depending on the colour of magic he wishes to be his main branch of), that he begins with. The interaction with the map and the creatures that inhabit Shandalar.
BTW, I do agree with doing away with the being chased by any old creature routine that is within Shandalar.
B) The interaction with the villages & cities within the plane. One interesting thing about the two has always been for me, the difference in the buy/sell price between the two sites. Always buy in the villages & sell in the cities as cards cost/sell for less in the rural areas and cost/sell for more in it's urban counterpart!
Also, someone mentioned earlier on in this thread about taking a spell from one geographical area on the map and selling said spell in a different zone as to have the value increase for that spell, i.e take a black spell and sell it in a shop on the Plains. This is in fact what happens in Shandalar. You learn which areas will pay you more for a certain coloured spell, so you hang onto it during your travels until you get to a town or city in that geographic location.
C) The randomization of the risk/reward function of the duels one partakes in, especially the difference between the random duels one gets into as opposed to the set quests that the village or city "elders" proposition you with.
D) One very important function of Shandalar that I think helps are the random "Lairs" that dot themselves around the map that contain, for the most part, Land cards that pertain to that particular Lair's Mana type, but also include some random cards as well, and even the odd "Duel this monster for these cards or you can leave quietly instead" encounter. These Lairs are invisible until you walk up close to one. One can decide from there if they want to enter them. These Lairs also have thieves stealing some of your gold, or you found some of theirs for yourself instead. The same circumstances involving your amulets would sometime present itself too.
Lastly, sometimes there is the "Diamond Mine" where you could trade your amulets for cards, or a "Nomad Bazar" (my personal favorite
) where you could buy cards from the stash of gold you had on you.
There is a ton more I could get into and will later on.
One last thing I wanted to mention is that I agree with the consensus early on in the thread about not using food or some other sustenance mechanic. I have been playing Shandalar for the nearly 15 years that the Microprose game has been extant and not once did the lack of food ever come into play as a factor in game play. In fact, the only time it's ever even an issue is within the first few turns until you sell a couple of cards to get some $.
Just remember to sell your cards in the city and go buy your supplies in the villages.
I also REALLY like the idea of using Vanguard cards in certain circumstances, probably to coincide with a different function within this Quest mode that served as the "Dungeon" mode from within Shandalar. There are other uses for modifiers using other rules, cards etc, that present themselves for this kind of game play.
I will add much more of my thoughts, suggestions and questions to you all after I complete a thorough run through of Shandalar and my notes of the gameplay from within. I hope I can spend some more time on this as my health concerns will let me. I am so impressed and fired up about how awesome this whole project is and the absolutely incredible input from everyone here in it. I'm very proud to be part of this awesome community for all the related MTG games that are here at CCGHQ!
I have read most of the thread here and will continue later, but I just wanted to throw my hat into the ring as far as contributing anything I can to help with this incredible endeavor. I'm not a graphic's person or a programmer, but I do, as Huggy eluded to in an earlier post, have a hell of allot of screen time devoted to playing within Shandalar.
I also have a habit over the years of adding mechanics to already published games in the way that house rules are created in various play groups. I have thought about this as it applies to Shandalar over the years and will, when time permits me, like to express those here.I just wanted to post here to let you guys know that I am now aware of this exciting project and at how impressed I am with the incredible ideas from all the folks who have shared their insight & ideas in developing the concept.
First thing I want to do is start a fresh game of Shandalar and take notes as I progress from start to finish to:
A) Refresh my memory about certain conditions that apply to the character at the start of his journey with the 10 lives & the deck of cards (depending on the colour of magic he wishes to be his main branch of), that he begins with. The interaction with the map and the creatures that inhabit Shandalar.
BTW, I do agree with doing away with the being chased by any old creature routine that is within Shandalar.
B) The interaction with the villages & cities within the plane. One interesting thing about the two has always been for me, the difference in the buy/sell price between the two sites. Always buy in the villages & sell in the cities as cards cost/sell for less in the rural areas and cost/sell for more in it's urban counterpart!
Also, someone mentioned earlier on in this thread about taking a spell from one geographical area on the map and selling said spell in a different zone as to have the value increase for that spell, i.e take a black spell and sell it in a shop on the Plains. This is in fact what happens in Shandalar. You learn which areas will pay you more for a certain coloured spell, so you hang onto it during your travels until you get to a town or city in that geographic location.
C) The randomization of the risk/reward function of the duels one partakes in, especially the difference between the random duels one gets into as opposed to the set quests that the village or city "elders" proposition you with.
D) One very important function of Shandalar that I think helps are the random "Lairs" that dot themselves around the map that contain, for the most part, Land cards that pertain to that particular Lair's Mana type, but also include some random cards as well, and even the odd "Duel this monster for these cards or you can leave quietly instead" encounter. These Lairs are invisible until you walk up close to one. One can decide from there if they want to enter them. These Lairs also have thieves stealing some of your gold, or you found some of theirs for yourself instead. The same circumstances involving your amulets would sometime present itself too.
Lastly, sometimes there is the "Diamond Mine" where you could trade your amulets for cards, or a "Nomad Bazar" (my personal favorite
There is a ton more I could get into and will later on.
One last thing I wanted to mention is that I agree with the consensus early on in the thread about not using food or some other sustenance mechanic. I have been playing Shandalar for the nearly 15 years that the Microprose game has been extant and not once did the lack of food ever come into play as a factor in game play. In fact, the only time it's ever even an issue is within the first few turns until you sell a couple of cards to get some $.
Just remember to sell your cards in the city and go buy your supplies in the villages.
I also REALLY like the idea of using Vanguard cards in certain circumstances, probably to coincide with a different function within this Quest mode that served as the "Dungeon" mode from within Shandalar. There are other uses for modifiers using other rules, cards etc, that present themselves for this kind of game play.
I will add much more of my thoughts, suggestions and questions to you all after I complete a thorough run through of Shandalar and my notes of the gameplay from within. I hope I can spend some more time on this as my health concerns will let me. I am so impressed and fired up about how awesome this whole project is and the absolutely incredible input from everyone here in it. I'm very proud to be part of this awesome community for all the related MTG games that are here at CCGHQ!