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OGRE Dungeon: Recruiting and work thread
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<blockquote data-quote="GMMichael" data-source="post: 6281000" data-attributes="member: 6685730"><p>Here's my basic idea: version 1 of the random dungeon generator creates a complex that is a generic "dungeon." Which is to say, underground, tile/brick, and dangerous. Much like anything made by the ancient Nords of Skyrim.</p><p></p><p>Before a GM clicks "Next room," he can tailor a handful of things: encounter difficulty (based on PC abilities), room size (based on where the room needs to fit in the map) - the main ones. Then, everything is random:</p><p></p><p>- Room size</p><p>- Room shape</p><p>- Room lighting</p><p>- Room contents/obstacles</p><p>- Enemies/friends present</p><p>- Treasure</p><p>- Number/type of exits</p><p>- Traps</p><p>- Clues (to a puzzle encounter)</p><p></p><p>Each "random" decision will actually be based on a die roll and bell curve - so while "shadowy" might be the default lighting, there's the possibility that dark, bright, and dim rooms are present as well (but not as likely).</p><p></p><p>The random dungeon will still require a handful of GM pregens, because it cannot (yet?) account for different systems, house rules, genres, and power levels. So each random dungeon will probably require 5-7 pregenerated NPC/monsters, and 5-7 traps as well. I'm hoping that treasure is generic enough to not require system-specific rules.</p><p></p><p>I'll be including the dungeon-dressing tables from a DMG, some awesome ideas from Dungeonscape, and some encounter and random-dungeon ideas from Miniatures Handbook.</p><p></p><p>Tip of the iceberg, my friends. Any other ideas so far?</p></blockquote><p></p>
[QUOTE="GMMichael, post: 6281000, member: 6685730"] Here's my basic idea: version 1 of the random dungeon generator creates a complex that is a generic "dungeon." Which is to say, underground, tile/brick, and dangerous. Much like anything made by the ancient Nords of Skyrim. Before a GM clicks "Next room," he can tailor a handful of things: encounter difficulty (based on PC abilities), room size (based on where the room needs to fit in the map) - the main ones. Then, everything is random: - Room size - Room shape - Room lighting - Room contents/obstacles - Enemies/friends present - Treasure - Number/type of exits - Traps - Clues (to a puzzle encounter) Each "random" decision will actually be based on a die roll and bell curve - so while "shadowy" might be the default lighting, there's the possibility that dark, bright, and dim rooms are present as well (but not as likely). The random dungeon will still require a handful of GM pregens, because it cannot (yet?) account for different systems, house rules, genres, and power levels. So each random dungeon will probably require 5-7 pregenerated NPC/monsters, and 5-7 traps as well. I'm hoping that treasure is generic enough to not require system-specific rules. I'll be including the dungeon-dressing tables from a DMG, some awesome ideas from Dungeonscape, and some encounter and random-dungeon ideas from Miniatures Handbook. Tip of the iceberg, my friends. Any other ideas so far? [/QUOTE]
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