
CYOA: Third Stratum: Snow Trek
Here's the third stratum rough draft, really tire so gonna be brief on this one.
It's rather straight forward.
The area at the beginning is a frozen lake the players will have to cross, the ice is a bit thinner near the center but if you're feeling lucky you have a chance for an early lead.
Next there's an area blocked off by a large mount of snow. Maybe if someone was strong enough they could push through the pile, or if they had something to melt the snow they might find a shortcut. Their other choice is to go around, though taking the longest route may award one some extra points for their trouble.
We have a quick branch with three paths, not to much difference, one path as you can see requires a small size to get through a small tunnel dug through the snow.
Then we have the trading outpost. The outpost is rather unique in that the shops there do not have the usual inventory. Instead each shop will sell only a few unique items not available in any other shop.
Up next, we have the snow field. The snow is so thick and a blizzard intensifies making it hard to see, there are four paths each with their own unique event among them.
We also introduce a new obstacle here, point doors. There's a 100 point door and a 200 point door. To pass through these doors you must spend that amount of points. All who pass through point doors must pay the points not just the first person.
Then it's a straight shoot to the end. Not as complicated as the previous map but I think it might have some fun surprises in store.
*****UPDATE******
Made a few changes to the rough draft.
First, took away the micro shortcut that led to special bonus squares, and instead put up a micro shortcut that leads to two more special shops in the trade outpost.
Second, trade outpost and a few event squares numbered. The numbers are just for me or anyone who runs the game independently to be capable of figuring out which shop and event matches which in the game rules. The numbers should not be taken as a clue on which shop has the best inventory.
If a shop doesn't have a number, it's a normal shop.
Oh one thing I didn't touch on, all those shop squares at the start are the same shop. I spread them out so everyone would have over a 50% chance of starting on a shop if they wanted to buy things.
It's rather straight forward.
The area at the beginning is a frozen lake the players will have to cross, the ice is a bit thinner near the center but if you're feeling lucky you have a chance for an early lead.
Next there's an area blocked off by a large mount of snow. Maybe if someone was strong enough they could push through the pile, or if they had something to melt the snow they might find a shortcut. Their other choice is to go around, though taking the longest route may award one some extra points for their trouble.
We have a quick branch with three paths, not to much difference, one path as you can see requires a small size to get through a small tunnel dug through the snow.
Then we have the trading outpost. The outpost is rather unique in that the shops there do not have the usual inventory. Instead each shop will sell only a few unique items not available in any other shop.
Up next, we have the snow field. The snow is so thick and a blizzard intensifies making it hard to see, there are four paths each with their own unique event among them.
We also introduce a new obstacle here, point doors. There's a 100 point door and a 200 point door. To pass through these doors you must spend that amount of points. All who pass through point doors must pay the points not just the first person.
Then it's a straight shoot to the end. Not as complicated as the previous map but I think it might have some fun surprises in store.
*****UPDATE******
Made a few changes to the rough draft.
First, took away the micro shortcut that led to special bonus squares, and instead put up a micro shortcut that leads to two more special shops in the trade outpost.
Second, trade outpost and a few event squares numbered. The numbers are just for me or anyone who runs the game independently to be capable of figuring out which shop and event matches which in the game rules. The numbers should not be taken as a clue on which shop has the best inventory.
If a shop doesn't have a number, it's a normal shop.
Oh one thing I didn't touch on, all those shop squares at the start are the same shop. I spread them out so everyone would have over a 50% chance of starting on a shop if they wanted to buy things.
Category Artwork (Digital) / Transformation
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File Size 88.5 kB
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