Hey y'all,
I know this series is getting a little crazy, but I don't have much time to write, so it's important that I get all of these out in one-fell swoop!
Anyway, without further adieu, here we go!
Traps
This is a very simple idea, I think M&M would benefit greatly from tiles with more hazards, and more hidden surprises. M&M attempted this with mousetraps, but they are not hidden, there is no surprise. Humans like surprise, and it is exciting! These kinds of things make games more fun.
DWT did a good job of adding for tile-hazards, but something needs to be changed in the way tiles are revealed in M&M to elicit more excitement. I'm not talking about a major overhaul of how the general gameplay works. However maybe there can be more hidden components to the game? Like when traversing over X space in a tile, draw a trap card? Or maybe there's a new special deck called a 'daring' deck. When you want to do a crazy stunt, draw from it. You'll have a chance to do something very cool, or you may draw a trap? I think that's an entirely different idea that I will not elaborate on, but let's get back to the first point.
I think there needs to be more surprise in M&M, and this is a good area for growth. Let me know if you have any other areas of surprise that M&M would benefit from.
Enemy Drops
This is something that M&M lacks, and I think it hinders gameplay. Yes, rolling dice is fun, rolling cheese is fun, and the combat in M&M is generally pretty fun to plan out moves and chuck dice. That is the essence of M&M combat, a fun dice-chucker; and this is what it should stay as. However, over time, killing enemies kind of becomes a slog. When you're already pretty level-d up, you have nothing really to look forward to with combat. It's kind of a grind at that point to get through the story. You're not really getting any bonuses or "pats on the back." I believe there needs to be something added to the enemy design in M&M that preserves its simplicity but makes it more fun.
There are a few additions one could make:
a) New types of enemies that drop bonus cheese on death, or extra items/things when they die. This would be the easiest to implement. This even could tie in with the crafting I mentioned here: https://boardgamegeek.com/article/26957117#26957117
b) A new simple module of "enemy items" could be added to the expansion where it is a new deck of cards. Whenever someone kills an enemy, they draw from the deck. Depending on the level of the enemy (how much health they have) you draw that many number of cards. Or different enemy types have different decks. The ideas are limitless.
Bosses also could be more fun to fight and boss enemies should give the players rare/special items, or simpler more cheese. However as I will state, cheese becomes less enjoyable to get.
Basically, a large area of growth for M&M is that killing enemies could be more fun, especially bosses, and a simple fix for that would be adding enemy-drops. Enemies get less fun, because cheese gets less fun to acquire when you've maxed out a mouse's abilities.
Let me know about what you think, and any comments/additions you have.
Thanks!
I know this series is getting a little crazy, but I don't have much time to write, so it's important that I get all of these out in one-fell swoop!
Anyway, without further adieu, here we go!
Traps
This is a very simple idea, I think M&M would benefit greatly from tiles with more hazards, and more hidden surprises. M&M attempted this with mousetraps, but they are not hidden, there is no surprise. Humans like surprise, and it is exciting! These kinds of things make games more fun.
DWT did a good job of adding for tile-hazards, but something needs to be changed in the way tiles are revealed in M&M to elicit more excitement. I'm not talking about a major overhaul of how the general gameplay works. However maybe there can be more hidden components to the game? Like when traversing over X space in a tile, draw a trap card? Or maybe there's a new special deck called a 'daring' deck. When you want to do a crazy stunt, draw from it. You'll have a chance to do something very cool, or you may draw a trap? I think that's an entirely different idea that I will not elaborate on, but let's get back to the first point.
I think there needs to be more surprise in M&M, and this is a good area for growth. Let me know if you have any other areas of surprise that M&M would benefit from.
Enemy Drops
This is something that M&M lacks, and I think it hinders gameplay. Yes, rolling dice is fun, rolling cheese is fun, and the combat in M&M is generally pretty fun to plan out moves and chuck dice. That is the essence of M&M combat, a fun dice-chucker; and this is what it should stay as. However, over time, killing enemies kind of becomes a slog. When you're already pretty level-d up, you have nothing really to look forward to with combat. It's kind of a grind at that point to get through the story. You're not really getting any bonuses or "pats on the back." I believe there needs to be something added to the enemy design in M&M that preserves its simplicity but makes it more fun.
There are a few additions one could make:
a) New types of enemies that drop bonus cheese on death, or extra items/things when they die. This would be the easiest to implement. This even could tie in with the crafting I mentioned here: https://boardgamegeek.com/article/26957117#26957117
b) A new simple module of "enemy items" could be added to the expansion where it is a new deck of cards. Whenever someone kills an enemy, they draw from the deck. Depending on the level of the enemy (how much health they have) you draw that many number of cards. Or different enemy types have different decks. The ideas are limitless.
Bosses also could be more fun to fight and boss enemies should give the players rare/special items, or simpler more cheese. However as I will state, cheese becomes less enjoyable to get.
Basically, a large area of growth for M&M is that killing enemies could be more fun, especially bosses, and a simple fix for that would be adding enemy-drops. Enemies get less fun, because cheese gets less fun to acquire when you've maxed out a mouse's abilities.
Let me know about what you think, and any comments/additions you have.
Thanks!