The confrontation in my game is the players fighting against the randomness of the game with the procedurally generated dungeon and the luck of dice rolls effecting the encounters. My game also involves confrontation of randomness in the resource mechanic when picking up from the deck, as an example if the team needs a bomb to help them proceed there will be tension when a resource card is picked up.
As this is a team game there is little confrontation between players except small scale leader verses follower game play there could be discussion on which path to choose which could cause there to be split ideas in the team.
I have been thinking of ways to include more tension and confrontation if play testing gets to a stale point too quick. Possibly something to create a need to work smart and fast to solve certain situations like the inclusion…
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