CYOA: Second Stratum: Mountain Hike
Here's the rough draft for the second stratum, it has a mountain trail theme. Once more sorry about the sketchiness but this is a rough draft just for arranging things in excel.
This map does introduce a few new mechanics from the old one.
First off, roundabouts, paths that go in a circle. You can continuously go in a circle in these once you enter, so say if you're trying to hit a specific space right outside you can go in a circle till you get it. There are a few catches, you can't go out through the same section you came in, and of course you can't change directions once you enter it. It's more for keeping you from getting trapped in case you're going one route that requires a specific form and keeping you from getting you stuck.
The next thing, is we see our first opportunity for the Physical Might ability. This is for species that have high physical strength. In this case, we have boulders. These can only be moved by someone who's strong enough. Of course, even physically strong animals have their cut off points of when they stop being useful. A tiger might be able to move the boulder, but if it's just a cub or no bigger than a mouse it might have some difficulty.
The other thing, is we have a new type of space. The orange spaces are Special Bonuses.
These squares are a chance to wrack up some serious bonus points. Unlike normal Bonus Squares, you don't have to land on them. Instead you get to roll 1d6 and claim your bonus just for passing them. Once they've been passed though they become normal bonus squares, meaning that you have to land on them once more to get the bonus. This also means if you land on a Special Bonus square you get both the special bonus, and the normal bonus for landing on it since it turns into a bonus square. These are one of your best chances to really build up bonus points.
Anyway other features of note. We have the ant hole, that's just like the tiny hole on the first map have to be a certain size to enter.
The entire thing is a mountain trail but there are a few steeper mountains. The square marked as cliff is a pure horizontal cliff. You can go uphill by going around it, or if you have wings you can fly straight up the cliff and take a shortcut.
The larger mountain on the end is very steep. You'll notice there are two trails going over it. Both of these work the same as the previous map in that if you can't fly you move at half your die roll rounded up. If you want to avoid this penalty, you can take the cave near the end, and one of them has a trail that goes along the base so you can just go around it initially.
There are six shop squares on this map, but only four actual shops. The four squares at the bottom, well those shops are in pairs with the same inventory to assure you don't get cheated on the shop for taking one route over the other.
One last thing if anyone care about being nerdy and all, but the first midpoint you start at, is located on the exact same spot the previous midpoint was as this section is located to the right to create a constant flow of sorts. Hoping to have it eventually where you could hook all the maps up to each other.
Anyway I still need to get a few mechanics done, and make some new cards to keep things fresh, as well as see if I can sweet talk KK into making the map pretty, but wanted to go ahead and share the rough draft for those who were waiting on me.
This map does introduce a few new mechanics from the old one.
First off, roundabouts, paths that go in a circle. You can continuously go in a circle in these once you enter, so say if you're trying to hit a specific space right outside you can go in a circle till you get it. There are a few catches, you can't go out through the same section you came in, and of course you can't change directions once you enter it. It's more for keeping you from getting trapped in case you're going one route that requires a specific form and keeping you from getting you stuck.
The next thing, is we see our first opportunity for the Physical Might ability. This is for species that have high physical strength. In this case, we have boulders. These can only be moved by someone who's strong enough. Of course, even physically strong animals have their cut off points of when they stop being useful. A tiger might be able to move the boulder, but if it's just a cub or no bigger than a mouse it might have some difficulty.
The other thing, is we have a new type of space. The orange spaces are Special Bonuses.
These squares are a chance to wrack up some serious bonus points. Unlike normal Bonus Squares, you don't have to land on them. Instead you get to roll 1d6 and claim your bonus just for passing them. Once they've been passed though they become normal bonus squares, meaning that you have to land on them once more to get the bonus. This also means if you land on a Special Bonus square you get both the special bonus, and the normal bonus for landing on it since it turns into a bonus square. These are one of your best chances to really build up bonus points.
Anyway other features of note. We have the ant hole, that's just like the tiny hole on the first map have to be a certain size to enter.
The entire thing is a mountain trail but there are a few steeper mountains. The square marked as cliff is a pure horizontal cliff. You can go uphill by going around it, or if you have wings you can fly straight up the cliff and take a shortcut.
The larger mountain on the end is very steep. You'll notice there are two trails going over it. Both of these work the same as the previous map in that if you can't fly you move at half your die roll rounded up. If you want to avoid this penalty, you can take the cave near the end, and one of them has a trail that goes along the base so you can just go around it initially.
There are six shop squares on this map, but only four actual shops. The four squares at the bottom, well those shops are in pairs with the same inventory to assure you don't get cheated on the shop for taking one route over the other.
One last thing if anyone care about being nerdy and all, but the first midpoint you start at, is located on the exact same spot the previous midpoint was as this section is located to the right to create a constant flow of sorts. Hoping to have it eventually where you could hook all the maps up to each other.
Anyway I still need to get a few mechanics done, and make some new cards to keep things fresh, as well as see if I can sweet talk KK into making the map pretty, but wanted to go ahead and share the rough draft for those who were waiting on me.
Category All / Transformation
Species Unspecified / Any
Size 1280 x 1260px
File Size 216.5 kB
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