Made a perchance generator for stocking my two-week megadungeon
https://perchance.org/ephemeral-palimpsest-2wmd-stocker
Note: may contain alterations/updates since the stuff mentioned in this post
couldn't help myself from revisting some past thoughts about dungeon room typology, the traditional BX stocking method, and weirdness I felt with it. I wanted to decouple some aspects and kind of redefine what traps and specials meant, and add some stuff i think should be part of the stocking process even if only as a reminder to add them because they make dungeons cool.
But the classic proportions of empty, monsters and treasure is about the same
here's the full method I intend to use as it is currently - the perchance generator has some refinements beyond this
Architecture Stocking
- landmark (mundane but unusual aspect)
- trap (1-4 blocker, 5-6 complicator)
- interactable (to open door or cause effect elsewhere)
- secret (one connection is hidden/secret, or a secret compartment)
- verticality (connection or otherwise)
- unique architecture/effect ("special")
Unique Features
- detail landmarks, interactables, and unique rooms
- this is the most important step. don't use crap tables for "special" rooms. actually apply some imagination and inspiration.
- create "windows" between some close rooms - unpassable by mundane means but allows "previews" of other places
Faction Stocking
- place tyrant lairs - prefer big rooms in lower levels
- place faction/tyrant lieutenant HQs - prefer dead ends (or make connection into a secret escape route)
- determine faction territory extent according to strength/numbers
- create contested rooms where two factions would overlap
- place faction room types
- apply faction's adaptation of the architecture type
Faction room types by distance from HQ:
- leader's room, maybe with escape route
- vault (always has treasure, and something else the leader/faction values) - usually behind leader's room
- elite guard's room/post (outside leader's room and/or vault)
- stock storage
- sleeping room
- commons
- utility/workshops/buffer
- guard posts
Occupant Stocking
advantage if faction room
- monster (unintelligent)
- Unoccupied
- Unoccupied
- Unoccupied
- resident
- wanderer
Content Stocking
advantage if occupant, trap, or dead end
4: stock item(s) (common supplies, mundane but maybe useful items)
5: unusual item (problem solving item or just weird)
6: treasure
Treasure Type
advantage if in a faction's vault
- coinage
- gem (or other highly-value-dense item)
- weapon/armor(?)
- artifact (valuable but heavy)
- magic or powerful item
- roll again twice (explode)
Treasure Values
- (if GP = XP)
- (maybe move/integrate with treasure rolling)
- for each treasure
- http://bxblackrazor.blogspot.com/2015/09/stocking-per-moldvay-part-2.html
- make it dynamic, factoring in party levels, leveling cadence desired, etc?
Emitter Zone Placement
- create and place emitters
- extend emission zones (remember verticality)
- emphasize emissions in unoccupied rooms
Thematics
- apply themes to anything obvious, but don't force it
Challenge Synthesis
- detail traps
- detail faction drives/needs/goals
- find the rooms with the most interesting stuff going on
- integrate the elements into an OSR style challenge
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