jasonmiceli wrote:

Roo2 wrote:

Personally, I feel like it works best as a pure co-op, just based on what I am seeing here so far, and the general aspirations of the game/style.



I mean technically, being 100% true to the form I guess it would be a single player game - but that's not super conducive to the medium so I think a co-op adventuring party that faces an AI adversary is the next closest (and most fun).



How do you envision handling death in this game? I have some thoughts, but wanted to see if you crossed that bridge already.

Hey Carl! Actually, there are some coop roguelikes out there, such as TomeNet (LoTR universe, supporting multiplayer). Certainly the original Rogue was not multiplayer, but at this point there are a few.Death. Certainly the easy answer is if the entire party dies, game over. But that's true of all coops. What I'm now toying with is how to handle individual player death, which is certainly part of a true roguelike. Of course I also need to be hyper-cognizant of boardgame design best practices, such as not having player elimination in a 60-90 minute long game! So what I'm currently thinking is that if a player's character really dies, that character will be removed from the game, and that player will "gen" a new character from scratch. The new character will need to be found further in the dungeon, and/or perhaps back at town in the tavern. The character wouldn't have all the items and other achievements, but would still be able to integrate with the party and probably level quick enough to be on par. That's the current thinking at least!