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Spelljammer in a Race=Class environment
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<blockquote data-quote="Fenris-77" data-source="post: 8631520" data-attributes="member: 6993955"><p>So on a more specifically design topic, I want to write some rules for randomly generating 'systems' (call that adventure locations that are usefully close together, somehow). The IP that I have in mind here is the rules in <em>Into the Wyrd and Wild</em> for generating what the author calls 'wilderness dungeons'. So to embiggen the scale a little it might look something like this:</p><p></p><p>1. Roll for number of locations, probably a number of d6s (either chosen or generated) with the result on the d6 indexing 'size' of the location. These will be plotted by die drop on a large hex base. The locations end up in the hex the die lands in.</p><p></p><p>2.. Roll or chose a theme. This could be anything, but the exemplars might be things like Jotun Ruins, or Sylvan Fae Paradise, or Mindflayer Slave camp, stuff like that. I'll probably match a bunch themes to the elder races I've already written. There will be nested tables here that mostly provide evocative detail.</p><p></p><p>3. Tack on some nested table action for other details. For each size of location you have a set of rolls that establish type and some evocative detail (so town, dungeon, ruins, pirate lair, whatever) - this will match the overall themes. So you take the theme and use it to fill in the physical nature of the locations.</p><p></p><p>4. Roll to connect locations - this determines the nature of the connection between locations. It might be clear sailing, or it might by a gyrating asteroid field, or a patch of the astral beset by magical storms. These will determine travel time and types of hazards.</p><p></p><p>The overall design goal here is to provide the GM with some notion of danger levels and (more importantly) a nice whack of evocative detail they can use to flesh things out.</p></blockquote><p></p>
[QUOTE="Fenris-77, post: 8631520, member: 6993955"] So on a more specifically design topic, I want to write some rules for randomly generating 'systems' (call that adventure locations that are usefully close together, somehow). The IP that I have in mind here is the rules in [I]Into the Wyrd and Wild[/I] for generating what the author calls 'wilderness dungeons'. So to embiggen the scale a little it might look something like this: 1. Roll for number of locations, probably a number of d6s (either chosen or generated) with the result on the d6 indexing 'size' of the location. These will be plotted by die drop on a large hex base. The locations end up in the hex the die lands in. 2.. Roll or chose a theme. This could be anything, but the exemplars might be things like Jotun Ruins, or Sylvan Fae Paradise, or Mindflayer Slave camp, stuff like that. I'll probably match a bunch themes to the elder races I've already written. There will be nested tables here that mostly provide evocative detail. 3. Tack on some nested table action for other details. For each size of location you have a set of rolls that establish type and some evocative detail (so town, dungeon, ruins, pirate lair, whatever) - this will match the overall themes. So you take the theme and use it to fill in the physical nature of the locations. 4. Roll to connect locations - this determines the nature of the connection between locations. It might be clear sailing, or it might by a gyrating asteroid field, or a patch of the astral beset by magical storms. These will determine travel time and types of hazards. The overall design goal here is to provide the GM with some notion of danger levels and (more importantly) a nice whack of evocative detail they can use to flesh things out. [/QUOTE]
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