Wednesday, October 3, 2018

Dungeon Stocking Things - Moldvay

I'm always thinking of ways to get a machine to do my lame work for me. I've coded up lots of Tablesmith tables for easy-peasey pregeneration of dungeons, but many of them were based on Moldvay's pages in the old Basic Red Book of my youth.



Not to get too MATHY, but I was thinking about The Moldvay Stocking Procedure. It's interesting to me that many rooms in a dungeon were meant to be empty so that you could have a Wandering Monster bump into there but otherwise just sort of MOVE ALONG NOTHING TO SEE HERE. I can't recall the odds n such, but I've found that the one I coded into TableSmith (the same rolls as Moldvay I'm pretty sure) produces way too many traps, although I guess if you want to thrill the players and try their brainpower, that's one way.

If I made a grid like a tic-tac toe board (that is to say 9 boxes/rooms), I think I'd want 1 box to have a big angry sub-boss or boss monster, 2 or 3 to have monster occupants with treasure, 1 with an ouchy-non-deadly-trap, 1 with a kills-a-PC-or-henchman-or-hireling trap, 1 or 2 with hidden treasure (but still interactable scenery to find it), and 1 with some Special Scene Chewing Feature or Puzzle. Obviously, these are OSR conventions, here. Resource management is sometimes tedious but if done well then it adds an edge of tension.

That is to say:
1 Boss (difficult to win with combat but other solutions possible)
3 Planned Encounters
1 Resource Drain
1 Killer Trick
2 Hidden Treasures
1 Special Feature

So some rooms would APPEAR empty, but still have some minor loot, almost always. An entirely empty room would be suspicious, but the chance of incurring a wandering monster is not negligible, and the disposition of WM need not be combative, and it's not always easy to tell if the room is OCCUPIED by a monster or if it is just, like you, passing through...

I'll give this some more thought. My next project is using Tablesmith to generate dungeons from 1-9, fill in cool details, procedurally generated themes, and lay them out in double column mode as the Ancients did. Why? I don't know! Just to do it, I guess. I have a Tegel Manor-type Big House Crawl in mind for this month and we'll see if it goes over but like always, it's a bit iffy to do but fun to think about.

Friday, September 28, 2018

Much Ado For Errybuddy

I been thinking. I'm a zero-prep type. I find that if I prep very little for a session, I'm better able to savor that feeling of discovery and share in it. Also, if I'm running e.g. Barrowmaze or ASE then that GENERATOR lobe is free to get tone across. I noticed recently though that my freeing up of MY brain sometimes leaves players hanging because even if I'm coordinating the thing weird and wooly the way I like with eg Tablesmith, then the very nature of pseudorandom means it's likely a few people going to be bored. Generate 10 rooms. 8 have monsters. Some treasure. No traps. The thief is bored. Damage low. Irritable monsters. Cleric's bored. Etc.

I started recently to focus more on good stuff to build into games on top of the pseudorandom bones of it. So, fighters always going to get the opportunity to smash, intimidate, lift. Thieves to tinker and steal. MUs going to find weird artifacts, demons, etc. Clerics to persuade the ignorant and expand the influence of their God. Robots to hack and not feel emotions. I know who's probably going to make it thanks to FB so I know what I ought to present for them to have a crack at.

My way of thinking about this suggests that instead of generating A feature in e.g. Tablesmith, I ought to generate two or more features based on different classes, stats, or traits and mix it up so that it's not too repetitive in terms of who gets to play with it. Never one solution means nobody will be bored.

I guess these are sound design principles at the bottom i.e. Nothing new there. The important piece is to recognize the balance between shunting responsibility onto the machine system procedurally versus the need to keep players engaged by offering them a range of things to noodle with.

Maybe I'll tinker with the code later and devise some THERES ALSO THIS HERE charts

Maybe look into the 5-room dungeon thing since there's no way I'm able to get more rooms than that into a session

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