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General Tabletop Discussion
*Dungeons & Dragons
DM resource: on maze generation
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<blockquote data-quote="FormerlyHemlock" data-source="post: 7059464" data-attributes="member: 6787650"><p>One thing I got was that you can view adventures in general as a kind of graph, which means you can use maze-generation techniques to design e.g. randomly-generated mysteries, complete with as many red herrings as you want, as long as you have ways to generate labels for rooms. For this purpose, the "biased" algorithms like Sidewinder that are too easy to solve may actually be better than complex mazes--it limits the amount of work you have to do as DM.</p><p></p><p>Here's one example of a murder mystery that kind of peters out at the end (needs more work) but illustrates how I'd use the maze generator as a forcing function for creativity. Short corridors indicate quick resolution (little table time invested before getting a result). Branches indicate decision points presented to the players. Obviously they are free to go off-script, but the maze gets me thinking about possible ways for them to go off-script and how I could prepare fun stuff on multiple branches that still eventually leads to a solution.</p><p></p><p>[ATTACH]82596[/ATTACH]</p><p></p><p>Another thing I got was that you could make a regular dungeon crawl using e.g. Hunt-and-Kill, and each separate segment that you generate winds up belonging to a different kind of monster, which gets its own exit to the outside world. So maybe the gnolls get segment one, and bulettes inhabit segment two. You'll wind up with fairly organic-looking monster territories, each with its own distinct type of spoor.</p><p></p><p>I agree that the weave variants are also very inspiring.</p><p></p><p>I'm still kicking around in my head ideas for how to apply these ideas, but so far that's what I've got.</p></blockquote><p></p>
[QUOTE="FormerlyHemlock, post: 7059464, member: 6787650"] One thing I got was that you can view adventures in general as a kind of graph, which means you can use maze-generation techniques to design e.g. randomly-generated mysteries, complete with as many red herrings as you want, as long as you have ways to generate labels for rooms. For this purpose, the "biased" algorithms like Sidewinder that are too easy to solve may actually be better than complex mazes--it limits the amount of work you have to do as DM. Here's one example of a murder mystery that kind of peters out at the end (needs more work) but illustrates how I'd use the maze generator as a forcing function for creativity. Short corridors indicate quick resolution (little table time invested before getting a result). Branches indicate decision points presented to the players. Obviously they are free to go off-script, but the maze gets me thinking about possible ways for them to go off-script and how I could prepare fun stuff on multiple branches that still eventually leads to a solution. [ATTACH=CONFIG]82596._xfImport[/ATTACH] Another thing I got was that you could make a regular dungeon crawl using e.g. Hunt-and-Kill, and each separate segment that you generate winds up belonging to a different kind of monster, which gets its own exit to the outside world. So maybe the gnolls get segment one, and bulettes inhabit segment two. You'll wind up with fairly organic-looking monster territories, each with its own distinct type of spoor. I agree that the weave variants are also very inspiring. I'm still kicking around in my head ideas for how to apply these ideas, but so far that's what I've got. [/QUOTE]
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