Showing posts with label generator. Show all posts
Showing posts with label generator. Show all posts

Monday, September 27, 2021

Offbeat Megadungeon: some procedural dungeon stocking tools

If the only thing that comes out of this project is a bunch of procedures instead of a complete dungeon, then so be it; I hope they find some use.

Dungeon (or Dungeon Region) Purpose

Generator on Perchance

Roll once according to size, then roll once on each smaller size for additional sub-areas

type of placesmallmedlarge
1dwellinghome/hideoutsettlement/lairtown/city
2defensestrategic point/gatefortification/base/labyrinthstronghold/castle
3creationartisanworkshopsmill/"factory"
4extractionrare/weird resourceexploratory mine branchmining complex
5storagevault/tomb/oubliettecrypt/dungeon/archiveprison/library/museum
6weirdshrine/temple/study/magical experimentation

there are a million generators of this type out there, but I wanted one that was a little less specific, and more interpretive (though the specific results under each size got a little more specific than intended)

Regarding the "Theme" of a dungeon: it should come from within, not  a table

Interpretive Megadungeon Room Type Roll

general space type/intentionality relative to the region's purpose/theme
something that could work even if improv-ing

1-3: A space devoted to/specialized for the region's purpose

  • think of a type of room which:
    • helps fulfill the region's purpose
    • you haven't used recently (or makes sense to have multiple)
    • makes at least a sliver of sense to position here, relative to other rooms
  • that's what this room's purpose is.

4-5: An interstitial/common area

  • if it's large, it's a gathering space
  • if it's smaller, it's simple an interstitial/liminal space, or its purpose is long abandoned

6: A space with an unusual purpose

  •  one with a purpose other than the region's - roll for a different region purpose
  • choose a room type which might make sense to have in a different region (in other words, a type of space vital to that purpose, scaled down, or "self-contained")

Then, if the room is in a faction's turf, apply the faction's actual use over top of the original purpose
Then apply the Room Stocking Roll
Finally, add random adjective inspiration


Megadungeon Rumor Table

when pumping info out of a denizen or inquiring at the dungeon tavern, the party can attempt to guide what kind of info they receive, but they can't determine the exact result.

They pick a topic (Row), then roll for the specifics (column). Roll for specifics as well (which faction, monster, etc)


123456
Select v, Roll >Level/RegionFaction NewsTreasures/ ArtifactsDangers/ MonstersFolks"Quests"
Level/region (Specified)General Info/ LoreFaction News for that Level/RegionBig Treasures held in that AreaDanger in that AreaFolks found in that AreaQuests offered or with a goal in that Area
Faction News (Specified)Faction News for that Level/RegionGeneral Info/ Lore Treasures held/desired by that FactionDangers posed by, or threatening, a FactionAbout that Faction's Leader or notable NPCsQuests offered, or targeted, by that Faction
Treasures/artifacts
(Could be specified)
Where that Treasure is locatedWhat Faction holds or desires that TreasureGeneral Info/ Lore What Dangers guard that TreasureWhat individual holds or desires that TreasureAny quests associated with that Treasure, or who desires it
Dangers/Monsters
(Could be specified)
Danger in that AreaA Faction posing, or threatened by, a DangerWhat Treasures that Danger protectsGeneral Info/ Lore What individuals are interested or associated with that DangerAny quests associated with that Danger
Folks (Faction leaders, various NPCs)Folks found in that AreaWhat Folks think about a FactionWhat special items an individual wields?General Info/ Lore Any quests associated with that Individual

Tuesday, September 21, 2021

Offbeat Megadungeon - stocking method

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

  1. landmark (mundane but unusual aspect)
  2. trap (1-4 blocker, 5-6 complicator)
  3. interactable (to open door or cause effect elsewhere)
  4. secret (one connection is hidden/secret, or a secret compartment)
  5. verticality (connection or otherwise)
  6. 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

  1.  monster (unintelligent)
  2.  Unoccupied
  3.  Unoccupied
  4.  Unoccupied
  5.  resident
  6.  wanderer

Content Stocking

advantage if occupant, trap, or dead end

    1-3: Empty
    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

  1. coinage
  2. gem (or other highly-value-dense item)
  3. weapon/armor(?)
  4. artifact (valuable but heavy)
  5. magic or powerful item
  6. 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


Thoughts and tools for good magic rules and spells

These ideas and principles have been retread a thousand times, but here's me doing it, since otherwise i guess i'll just continue No...