
Dungeons & Dragons comes to Facebook and the world loops back on its self. Coming full circle from the original social game. Wizards of the Coast brings us Dungeons & Dragons: Tiny Adventures.
Tiny Adventures isn’t about little cartoon D&D characters. Adventures are short, include only your character, and are scripted. Players choose a race and character class combination, choose a name, and then their off on the first adventure.
Equipment is the key to preparing for each adventure. Characters can equip, purchase, sell, and loot gear. Not all gear is usable by every class, much like in the pen and paper version of D&D. Druids can’t use swords being a prime example.
Adventures consist of a series of encounters. Each encounter requires a ‘roll’, comparing against some stat.
Derit Row made an Armor Class check with a difficulty of 26 . . . and rolled 22.
Each roll affects the outcome of the encounter. A low roll spells trouble, while making the roll nets rewards. Encounter rewards include gold, experience, and equipment. Most encounters result in some loss of hit points. Potions can mitigate damage or even boost stats enough to make encounters safer.
Adventures are solo, and players have no interaction with the plot other than choosing to take a potion or equip/unequip items. This is not like the select an option and that chooses your path adventures.
There is one element of cooperative play. Players can buff and heal friends’ characters. Buffs last for a few encounters. Healing can only be done between encounters.
I love the story feel of it. Reminds me of a DM relating an encounter to the players. Miss having choices though on what actions to take. Miss adventuring along side other players.
Expect more articles on this game in the future.
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Tags: adventure, Character class, Dungeons & Dragons, encounter, Facebook, Games, health, Roleplaying, social game, social network, Social Networking, Wizards of the Coast
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