|Lara Croft in Tomb Rider is a great example of the average gamer preferences.|
|Halloween is the perfect example of Augmented Reality|
|A real photo taken at the Wizard Quest facility in Wisconsin Dells, USA|
|Medieval Castle Scene Setter|
|Knight Miniatures Scene|
|The Evil Forces Stronghold|
2.1. Storyline: Your scenario could be as simple as "the dark forces have invaded the earth and you must collect specific artifacts and put an army of creatures together to defeat the evil hordes and free your land of darkness", but the more complex and engaging of a story you have, the more interesting game your friends and family would experience.
2.2. Game Mechanics: Create multiple tasks that have to be completed to win the game. Naturally, to keep the players interested for a long time, you should make them as diverse as possible. Example: Have the kids collect (discover) a fishtail, wing of bat and a mistflower, so they can boil a potion of strength to be able to remove the rock blocking the entrance to the cavern dungeon.
2.2.1. Implement Treasure Hunt Mechanics: find the following items (they would be spread out in multiple scenes and rooms): a magic sword, cloak of invisibility and so on.
2.2.2. Include Collecting Resources: find 100 gold, 5 wood and 10 knights (they should also be spread throughout all rooms and scenes)
2.2.3. Integrate Economics: your players should be able to spend the gold on purchasing magic spells, equipment, healing potions, army units or other things.
2.2.4. If you have multiple players, you could include some boardgame techniques and have them race against each other in completing the tasks.
2.2.5. To make the game even more interesting, design it as a gamebook adventure:
22.214.171.124. collecting information (example: tell the players what clues and items the wicked witch gives them when they find her or when they help her by completing a certain task for her)
126.96.36.199. making difficult meaningful decisions (example: would they spend resources on helping the old farmer defend his home, would they side with the honest king or with his sneaky brother)
188.8.131.52. logic puzzles and riddles (players would gain information or items when solving them)
184.108.40.206. dice battles (the outcome would depend on the items collected and skills gained during the adventure).
|You can save a lot of money by getting creative :-)|
3.1. Gamer input: It is obvious that you can't have your players wave magic wands at the items like in the MagiQuest games, so I would suggest two other ways for you to receive their input:
3.1.1. Have your players find codewords printed on the objects they are looking for (example: name the goldfish 'Jewels', print the name on it and you would know that the player discovered the goldfish if they know its name)
3.1.2. Having cellphone cameras at almost anybody's disposal nowdays, you can have the players take a photo of the object and show it to you to prove that they have located it.
3.1.3. Combine input methods and use codewords for some items and taking photos for other encounters.
3.2. Test of performance: It would be the dungeon master's job (yes, that is you) to figure out if the player has collected the necessary items or hired enough units to complete the quest you assigned them to (example: if they give you the codewords or show you the photos of the fishtail, wing of bat and mistflower, you can tell them that they can find the wicked witch and she will cook the potion of strength for them)
|Cardboard Cavern Structure|
Game Design Hint: It is obvious that the core mechanic of this kind of game is the Treasure Hunt, so have as many items scattered throughout the play area as possible and don't make it clear right in the beginning when and how some things would be needed. That way, you will not only provoke the explorer instinct in your players, but you will also have implemented a memory game mechanic, because they'll have to remember where they saw a specific item earlier in the adventure and go back to that location to obtain it when needed. It is a good idea to have most of the play areas (different rooms) "sealed off" in the beginning of the game and have your players complete certain quests in order to "open them" for exploration. That represents the "find a key to unlock this door" mechanic which has proven to be very successful and addicting in all kinds of adventure games.
|use Baby Gate to close off certain areas of the adventure until the players gain access to them|