Pendraken Miniatures Forum

Wider Wargaming => Genre/Period Discussion => Dungeons => Topic started by: fred. on 27 August 2010, 07:19:28 AM

Title: Random Dungeons
Post by: fred. on 27 August 2010, 07:19:28 AM
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.
Title: Re: Random Dungeons
Post by: Cyril on 27 August 2010, 10:56:14 AM
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".
Title: Re: Random Dungeons
Post by: fred. on 27 August 2010, 11:58:03 AM
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.
Title: Re: Random Dungeons
Post by: fred. on 27 August 2010, 12:05:35 PM
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.
Title: Re: Random Dungeons
Post by: Maenoferren on 27 August 2010, 07:51:24 PM
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.
Title: Re: Random Dungeons
Post by: fred. on 30 August 2010, 08:45:05 PM
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.

Title: Re: Random Dungeons
Post by: sixsideddice on 01 September 2010, 01:32:26 PM
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
Title: Re: Random Dungeons
Post by: crancko on 28 February 2011, 04:44:13 PM
Is it possible to have that random system you designed? I was the other day thinking on one. Thanks.
Title: Re: Random Dungeons
Post by: sixsideddice on 28 February 2011, 05:44:42 PM
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
Title: Re: Random Dungeons
Post by: crancko on 01 March 2011, 07:10:43 PM
Excellent and thanks!
Title: Re: Random Dungeons
Post by: crancko on 06 March 2011, 03:09:15 PM
Testing my card system for random and solitaire dungeons.

(http://farm6.static.flickr.com/5136/5502729888_69078022b2.jpg)

I posted all the material in BGG.

A tough path to get to the final room:

(http://farm6.static.flickr.com/5133/5502716850_79026e8a9b.jpg)

The final room:

(http://farm6.static.flickr.com/5175/5502737116_23fd629fd1.jpg)
Title: Re: Random Dungeons
Post by: Maenoferren on 06 March 2011, 08:43:20 PM
looks good :)
Title: Re: Random Dungeons
Post by: nikharwood on 06 March 2011, 11:33:21 PM
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)
Title: Re: Random Dungeons
Post by: OldenBUA on 07 March 2011, 08:52:24 AM
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
Title: Re: Random Dungeons
Post by: crancko on 07 March 2011, 09:27:19 AM
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.
Title: Re: Random Dungeons
Post by: OldenBUA on 07 March 2011, 11:49:03 AM
Right, that post with the extra rules/setup makes it all a bit clearer!

Might want to try this, myself. Or I paint everything first, in which case I might try it next year or so.  :'(
Title: Re: Random Dungeons
Post by: crancko on 07 March 2011, 01:27:19 PM
All the material is posted in BGG link. Thanks. I would appreciate your comments and ideas of how to enhance the system.
Title: Re: Random Dungeons
Post by: Cyril on 07 March 2011, 01:43:05 PM
Hi everyone, I'm sorry for not to be as present on the forum as I would lately (as for the next few months unfortunately).

However, I'm still deeply interested by all "random dungeon" works !
I like your idea crnacko and I'll try to design some cards when I get the chance. (I remember posting some idea around here somewhere though...)
By the way, I strongly encourage you (and anyone) to take a look at Six's tabletoptitans website as it contains many unsuspected wonders. This guy really has access to an everlasting source of inspiration which only asks to be used and reused...  :)
Title: Re: Random Dungeons
Post by: nikharwood on 07 March 2011, 03:00:30 PM
Great stuff - thanks for the link  :)
Title: Re: Random Dungeons
Post by: sixsideddice on 07 March 2011, 03:49:55 PM
Absolutely fantastic crnacko, I`d dead impressed... yer dungeon looks fantastic as well.
Title: Re: Random Dungeons
Post by: sixsideddice on 07 March 2011, 03:54:13 PM
By the way, I strongly encourage you (and anyone) to take a look at Six's tabletoptitans website as it contains many unsuspected wonders. This guy really has access to an everlasting source of inspiration which only asks to be used and reused...     

Oh my, thanks Cyril

*Pssst!!! I`m pay ya later*

By the way, the photo`s you sent me... some will make it into the new project or sure.

Cheers,

Six  ;)





Title: Re: Random Dungeons
Post by: crancko on 07 March 2011, 05:51:05 PM

For sure I will have a look at it. Can you send me the link to check?
Title: Re: Random Dungeons
Post by: sixsideddice on 08 March 2011, 10:24:51 AM
http://tabletoptitans.com/
Title: Re: Random Dungeons
Post by: crancko on 11 March 2011, 09:02:47 AM
Great stuff!

By the way my last contributions to DW stuff has been uploaded in BGG page.

1- Summary of the rules with my DW Random System
2- Reference Sheet with
3- Custom Counters and Characters log
4- Dw Random Card system

Hope you enjoy them.

Now I will wait for new campaign system and those new thematic packs.
Title: Re: Random Dungeons
Post by: sixsideddice on 27 March 2011, 01:27:23 PM
The following is a small section from DWC. Its not about random dungeon creation, but it does cover random monster placement for solo play. The full rules for random dungeon creation, and random monster spawning will be covered fully in the forthcoming rules. Here is just a sample:

Random Dungeons for Dungeon World

The purpose of this document is to fill in the gaps that will allow players to use the rules presented in Dungeon World alongside the additional random dungeons rule presented here.

This document will also present rules for the placement and governing of Monsters without the use of a Draken Master.

Monster Placement and Combat:
When activating* Monsters, roll a single LISTEN check for each Monster or group of Monsters within 6 squares of one another (roll 2D6: if the roll is 9 or more, the Monster(s) are successfully aware of the Heroes` intrusion into their domain).  If the Monsters succeed in their Listen Check, they are aware of the Heroes and will place themselves in the most favorable positions for an ambush:

*Monsters Activate when a Hero opens a door into a previously unseen dungeon chamber, or a Hero enters the line of sight of previously unseen Monster or group of Monsters.
Dungeon Set Up: Player(s) playing solo (no Draken master) will set up the entire Dungeon before play begins unlike a normal game, where the tiles are set up as and when the Heroes discover new sections while they explore deeper; this includes setting up the dungeon trimmings, furnishings, and all the non random (spawned) Monsters already in rooms and passages at the start of the game. Monsters set up thus may not activate until at least one Hero enters their line of sight or a door is opened to reveal a new section or room. Always place Monsters in a room in such a way that they are as far away as possible from Heroes initially encountering them. This rule is overridden by Monsters who successfully pass their LISTEN Check.

Ranged Attacks from Monsters: Monsters whose ranged attacks are equal to or greater than their Melee attack dice will always attempt to stay out of movement range of Heroes. This means they will attempt to stay back and make ranged attacks at least one square further back than any Hero might potentially be able to move and engage the Monster in Melee on the next Movement Phase. If a monster`s ranged attack distance is less than a Heroes movement, the monster will move to within range and try to remain (at maximum distance) as far from the danger as possible.

If engaged in Melee, a monster will never attempt to break away from combat.

Fighters: Monsters whose Melee attacks are greater than their ranged attacks or who don`t possess ranged attack abilities at all, will always try to advance and attack the weakest (least Wounds) Hero they can.

If possible, Monsters will swamp a single weak Hero, but if this is not an option; then the Monster(s) will place themselves as favourably as possible.

Spawning: Random Monsters will always attempt to spawn as close as they can to the weakest Heroes, within the limits of the conditions already mentioned above.

If the Monsters fail their LISTENING Checks, the Heroes may place the Monsters however they like, even in the least advantageous position possible for the Monsters.

Example: a Hero opens a door, and activates an Orc Warrior, an Orc Bowman, and a Goblin Spearman. The Orc Warrior has no ranged attack ability, and no relevant special abilities. The Player(s) controlling the Heroes decide to place it directly opposite the door, as far away as possible where it can do little damage. The Orc Bowman has a ranged attack ability, so it is a potential threat to the Heroes. The Players place the Orc Bowman on one side of the door, so that it does not block line of sight to the Orc Warrior,  but where it cannot shoot it`s ranged weapon (due to having no immediate line of sight to any Hero miniature). The Goblin Spearman has a special ability Spear attack, and could be used to support the Orc Warrior if it advances into Close Combat. So it too is placed as far away as possible in a corner and out of harm`s way.