“Mistress, mistress...” cried the sniveling little goblin, racing through the corridors of the tomb-turned-lair. “Mistress! The front doors have been breached! Humans are invading!”
Xandria, the drow priestess, looked down upon the creature as it waddled into her throne room, sneering. “You interrupt me for such trivialities, worm?” Her fingers rapped, impatiently, upon the carved, stone throne. “I grow tired of these constant interruptions. Ogres! Find this threat, and crush it! And the goblin, while you're at it!”
“Yes mistress!” the three ogres cried in unison, advancing on the pitiful, whining, little wretch. “No, no, no! Heeeelllp!”
Xandria only cackled, as the goblin was dragged away, brooding on her next plot to conquer the filthy, light-riddled human realm.
I've got an idea for an interesting idea for a game; a turn-based, strategy game, centered around playing as a D&D-style villain. Done in the style of games such as Dungeon Keeper and Evil Genius, or old James Bond villains, the focus of the game would be humorously, over-the-top evil, combined with a bit of friendly 'competition' from player-run heroes sent to defeat the evil villain.
I've been sketching out some ideas, and I have a rough system laid out, though it'll be pretty ad hoc for a lot of it. Essentially, I'm looking for about 1-3 players, preferably people with an open mind, and plenty of system experience; D&D is not required, but familiarity with system games is a must, to control the aspects of the dungeon; it's design, management of the creatures, and the Dungeon Boss, and to control the villains during incursions into the lair, as well as to control the boss during torture/playtime scenes, after a hero has been captured. Naturally, these last will give us the Elliquiy twist we all know and love.
I say I want multiple players, for a number of reasons; to ensure that the game can continue, if one player drops out, to ease any management burdens, and because I see building a complex dungeon as a good team-based project; D&D, after all, is inherently team based. This will be using D&D 3.5 rules, and use of extra books is encouraged, particularly Monster Manuals and the infamous Book of Vile Darkness (although I'd rather steer clear of the more... extreme things, from that book.)
Most actions taken by the player would be in the form of stat-based checks, occasionally, though not always, modified by a skill. For instance, recruiting a creature might require a Charisma, Strength, or Intelligence check, depending on the type of character, and the type of creature. A baseline DC I've been considering would be along the lines of (d20+Character Level+Stat Mod) vs. (15+CR, up to a max of Level-2). This would be, roughly, the DC for most activities; building a trap, raiding nearby regions, or plotting to do something Really Evil. Only expanding the lair wouldn't have rolls required; that simply takes time and effort.
It'd be fairly simple, though that would be part of the charm; raiding gives a chance to bring in loot that either impresses your minions, allowing you to recruit more, or gives them bonuses, or brings in equipment for your character... but it also attracts attention, and makes it more likely heroes will hunt you down. Of course, that may not be a bad thing, if you have a well-built lair...
I'm still hammering out specifics, and have a lot more details than I want to bore you with here, but I'd like to, at the least, give it a try, so drop a line if you're interested, or if you have any questions or comments.