Apparently, the organised sort of people who succeed at this kind of venture tend to have clearly defined goals and targets. Things like 'finish the game, make it good' tend to be scoffed at as being too nebulous and imprecise. Tightening up The Plan (TM) a bit while my tea brewed, I came up with these:
- refine movement rules and decide whether they should be fixed per character, or given by dice rolling each turn
- test shooting rules more - different shooting dice for different weapons, or shift top dice up by one?
- Instant kill - yes or no
- Produce character cards to allow for different dice 'routes' for monsters
- flesh out monster list to at least twelve
- Magic items (dead easy, just +/- to dice rolls)
- Magic spells - got a couple of ideas here but basically a very strong ranged attack which reduces the top dice of the caster as if they had been wounded, because my physics teacher brain says that conservation of energy means magic should take something out of the wielder ("A balrog... What an evil fortune! And I am already weary"). Yup, that's right, I'm worrying about the science of magic for a game for schoolkids - my Geek is always set to eleven!
Get designing, you lot! Oh, and any feedback or suggestions on the above would be very welcome indeed.