System 2: Light, Darkness & Encounters
I sweat waterfalls! Nonetheless the second system was completed today: Light, Darkness & Encounters.
As said before, I want to add a bit more pressure (stress) to dungeon exploring without going too much into detail. There has to be something between battles in order to keep the players on their toes. Yesterday the Food & Starvation system was finished and today its the Light System and its impact on the Encounters.

(The fully lit dungeon)
1. Light
Basically all dungeons are dark. When entering you are not able to see further than one tile. Various light sources can be bought at the Town and found inside the dungeons. There are candles, torches, lamps and magical light sources as well. They all increase your light level by a certain amount of lux. There are 6 light levels (20 lux each) that enable you to see between one and six tiles in front of your party.
2. Darkness
When your light level drops, you reach a point where navigating the dungeon becomes very difficult. Better have some reserve light sources ready or a very good map of the dungeon level. Because otherwise it might get really difficult to find your way out. A rather rare emergency solution is a Pocket Portal that allows you to teleport back into town.
3. Encounters
The more your light level goes down, the higher the encounter rate raises. You should think about this fact each and every minute! The darker it is, the more dangerous the dungeons get. Better keep your surroundings well lit, or otherwise difficulty will ramp up a lot.
Thats it for today, simple and effective if you ask me.
I have not decided what system to tackle next, but it might be the Gamover/Party Wipeout penalty. You cannot really lose this game, your party just gets teleported back to town. But this comes at a cost!
Im also always interested in your ideas - so if my blogging inspires you, feel free to comment!
cheers
-"sweating" Malagar

(The same area without any light and a crazy high encounter rate!)


