Random Dungeons

Started by fred., 27 August 2010, 07:19:28 AM

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fred.

Has any one come up with some tables or cards for random dungeon generation?

I quite like the look of the dungeon pack. But either for solo play or with my kids an auto generator would be good.
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Cyril

I'd like to work on that when I get some free time.
However, lots of questions need to be answered first.
The most important being: how much randomness should the building process contain ?

If you want full randomness:
- what dungeon part do you use as a starting point ? should it be random ?
- when all the dungeon parts have been placed, does the dungeon need to be "consistent" ?
I.e. when encountering a "multiple exit" part, if the heroes only explore one branch, can they "deplete" the remaining available parts ?
If so, how do you handle non explored branches ?

Also, one could think of a fixed collection of "dungeon skeletons" improved with some "controlled randomness".

fred.

I was thinking that a major constraint would be that the dungeon needs to be constructed from the pieces available, so to start with the PD starter dungeon pack.

Therefore I think this means that areas will get re-used. The easiest method is that once an area has been re-used it is erased. Though using maps or digital photos could avoid this - though both are time consuming.

I think I am thinking of a game more based on a computer game were you progress through th dungeon to meet a boss, rather than the more traditional RPG were you may go back and forwards many times.
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fred.

For some reason it is hard to post long answers on a iPhone as the edit box dosen't scroll.

I had thought about a card draw that would draw dungeon areas, items, monsters and a series of cards that after getting say 4 you would get to the boss room.

I thought cards would give a better chance of moving through the parts before needing to re-use. I think the cards would only give the base shape you would then roll for doors and contents?

I've found one set of tables on the web, but they are quite complex (and comphrensive) I've also just remembered that the old DMG had random tables. Might have to look at these as I re-found my ADD books recently.
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Maenoferren

The way I would do it is to have each set as a level in the dungeon. Build it use it then rebuild a different bit of it.  start with a corridor or stairs, a bit D and D I know. or (this where the role play side of me comes in) a big room with several doors, the players fell through the ceiling, or climbed down a well - well you can see where it comes from. then you have the idea of what comes where/when. Advanced Heroquest had a random table, that built the dungeon as you went, basically when you run out of pieces there is either a) a set of stairs, hold going down or b) it ends with a door that opens into the next bit, once through have something that causes a collapse, or simply role play the bit if they want to go back at another time. all you need is a bit of coridor or room, do the fight  with figs, then move on etc.
Sometimes I wonder - why is that frisbee geting bigger - and then it hits me!

fred.

I've thought a bit further on the random idea, and have order some 30mm plastic counters in red and blue. I will use red for rooms and blue for corridors, with little pictures of the different pieces on them, and with a "shuffle" option.

The idea is that the counters will be put out face down, then an appropriate one will be picked to determine the next piece of dungeon. There will be some extra random method (either dice or cards / counters) to determine doors / monsters / treasure / traps.

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sixsideddice

I do actually have a complete add on supplement which I use for my own and local club games, which is a complete randomizer for those wishing to make up the dungeon (including encounters) as you go along. It has limitations due to its lack of themed approach to encounters (more cameo set pieces), and makes everything a bit ad-hoc  in consistency; but it works fine enough never the less.

I rarely use it, because I actually enjoy pre-working on things before play, relying more on chance cards to inject the unknown: traps, hidden chambers, special "Boss" encounters, etc.

I guess individuals are probably more suited to making up their own random systems and truly tailoring things to their own respective collections, dungeon tiles, and furnishings. That`s why I`ve not been forward in offering my own system, which after all, only really reflects my own personal collection of Pendraken pieces.

Happy gaming,

Six

crancko

Is it possible to have that random system you designed? I was the other day thinking on one. Thanks.

sixsideddice

Sure, I`ll add a simplified version of the randomizer over the next few days if I get a chance to find it and type it out properly... the full thing will be in the forthcoming DW Campaigns book which should be ready to hand over to Leon by Easter â€" if I can make the target date.

Six

crancko


crancko

06 March 2011, 03:09:15 PM #10 Last Edit: 06 March 2011, 03:16:54 PM by crnacko
Testing my card system for random and solitaire dungeons.



I posted all the material in BGG.

A tough path to get to the final room:



The final room:


Maenoferren

Sometimes I wonder - why is that frisbee geting bigger - and then it hits me!

nikharwood

Quote from: crnacko on 06 March 2011, 03:09:15 PM
I posted all the material in BGG.

Looks great...but I can't find the material in BGG - can you post the direct link please? Muchas gracias  8)

OldenBUA

Quote from: nikharwood on 06 March 2011, 11:33:21 PM
Looks great...but I can't find the material in BGG - can you post the direct link please? Muchas gracias  8)

Try this: http://boardgamegeek.com/boardgame/92316/dungeonworld
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crancko

07 March 2011, 09:27:19 AM #14 Last Edit: 07 March 2011, 09:40:21 AM by crnacko
Thanks.

In  that link you will find in the Files section all the material: Counters and these custom cards I created for random dungeons.  There are 12 cards (3 of them are Final rooms).

If you have any questions please don't hesitate to ask.

Special rules to use this system:

INITIAL SETTING
1- Select the Final room you gonna use or random draw one of the cards (10-12).
2- Shuffle it with another 3 cards from the deck.
3- Shuffle other 8 cards (Corridors and small rooms) and put those 4 cards at the bottom. So you know in the last 4 cards there is a chance to find the Final Room which is the exit.
4- Select the first card which is the Dungeon entrance (Yes can be a corridor or even a room filled of monsters) and let's rock!


DUNGEON LAYOUT
Each card defines a section of the dungeon.
When entering a new section reveal the top card of the dungeon deck.
Do not reveal that section card until you are going to enter (After opening the door, resolve traps in the door first).
When having several exits in a section draw one card without reveal it and place it clockwise in each exit. That way you never now the fional configuration.
If you end in an exit with no more available cards then treat it as a no exit or wall. You will have to go back and check for another route. ;)

CONFIGURING THE SECTION
Only roll for the section when entering not when distributing the cards to create the split.

The cards have Room layout, Doors, Monsters and Special rules for the room. When you open the door/secret door  and draw the next

When you open are about to enter a room after opening the door and resolve any trap you have to draw the next card and follow this sequence:

0- Some sections can be orientated in several ways. Roll 1d6 to determine the orientation (Entrance point). If it is not possible to the dungeon layout set it up to create more space and expand the dungeon.

1- Set up the Furniture stated in the card, Corpses (Dead body counters and Event - ? Counters).

2- Roll for Doors. If found a door select location rolling again to see where it is. When you fail the first time looking for a door it is possible in a future turn to search for secret doors  if you have a  hero with the ability to look for them such as the dwarf (You can retry once per turn). Spend all the actions of the hero for this search. When found then place a Secret Door counter instead a door. Monsters cannot pass thru secret doors. So it could slow you down but it is a good way to stop mosnters. So better to enter the dungeon with a wise guy!.

3- Roll for monsters. Each card has several configuration of monsters that makes different the room each time.

4- Check for special rules for each card. Have them in mind when playing the room.


For doors when you open them place a Door Open COunter on top of it to remind that door is open.

Another custom rule I created is when Opening doors. Roll each time you reach a door to identify what type of door and after the Type and you open it roll to see if it sprungs a trap (1d6=6). Then follow the trap table from the rules.

So more or less this is the way I created to play solo the dungeon. It would be nice to see additional cards from you.