You could simply tie the two together with events and stuff. For example, to get somewhere, you need to do a puzzle, but everytime you mess up, you fall into a battle because of a trap that was activated or a monster that was unleashed from the mistake, ect. And for further RPG feeling instead of just endless bound tatics and fighitng, add a good story line and give reasons why the bounds are there, instead of some random bound just in the middle of the road, maybe a tree from the dark lord's lightning fury a week ago shot it down and blocked the road...I
I like tempest's idea. You get into a random battle where you have to solve puzzles to get out- The problem here is that you will have a limited amount of bounds to go through and once the player becomes familiar, well, then the player is as good as invincible. If you could somehow add elements to mix up the results of running the same bounds, it would be way awsome.
Hell, you could even do it almost like a unlock level style. You finish a bound, go into a quest with an objective. You get out into the worldmap (which is only bounds), finish another bound, then do another quest. And you could make failure do some sort of punishment like money to buy upgrades or to hire or hell, money to unlock a level if you're creative enough.
A bound RPG would simply be a bound with quests and a story line. Bounds are simply puzzles right (if I remember correctly, havn't played those in a while)? So put those bounds into your rpgs! It would be different from those "Go here and kill that", "Go there and grab that", "Kill my wife" quests that lack creativity and imagination.
I say go for it, and drain every drop of creatiivity juice in it
