Welcome, Guest
Please Login or Register.    Lost Password?

Ideas for random dungeon generation with DF tiles?
(1 viewing) (1) Guest
Go to bottomPage: 1
TOPIC: Ideas for random dungeon generation with DF tiles?
#52071
Ideas for random dungeon generation with DF tiles? 1 Year, 4 Months ago  
Hey guys, I'm a kickstarter backer so I don't have my tiles yet.

Currently my 4 year old son and I enjoy the Castle Ravenloft and Wrath of Ashardalon games. We've abandoned about half of the rules in favor of our own home brew system that allows each player to draw three tiles at random and place them however we like. We get a lot of enjoyment in this and with two sets, the dungeons always come out differently.

When I saw the DF tiles, I instantly jumped on it because I think 3D tiles could take this random dungeon creation to the next level.

Anyway, I was curious if any of you have implemented any methods to generate random dungeons with DF tiles. Currently I can only think of a handful of ways to do this:

1. Randomly draw pieces from a bag that the player must use and place however they like. I don't like this method. It's far too cumbersome, and with 10 sets at my disposal too many pieces would be left out.

2. Card drawn rooms/corridors/events - I'm a huge fan of card games. In essence here, you'd have a deck of cards you'd draw from that list dungeon structures (hallway, large room, wizards chambers). Once you draw the card, you'd have to place that structure. While this method allows for random dungeon creation, it doesn't allow for player input in building the dungeon as the structure is dictated to them by the card. I'd also worry about some structures not lining up appropriately to what has already been built by the players.

3. Card drawn pieces - Probably the most versatile is to have the player draw a card from a dungeon building deck that lists the pieces that the player can use to expand the dungeon however they want (i.e. card lists something like 4 x floor, 2 x straight wall, 1 x door, 1 x curved wall). Seems like the pieces would need to increment in a perfect square pattern, meaning the card would need to dictate use of 4, 8, or 12 pieces at a time.

4. A combination of 2 & 3 - A blend of allowing the player to expand most of the dungeon however they see fit while also having to build some forced encounter rooms (wizards chamber, kobold lair, etc). I'm currently leaning this way.


Aside from these ideas, I can't really think of a good way players can randomly generate a dungeon. Anyone else have any ideas?

The more I think about this, the more I think it wouldn't be too difficult to build a solitaire/coop game using the DF tiles that ran on scripts rather than GM. Similar to the D&D adventure systems I listed above, but with a greater since of exploration and player choice.

Longer than I anticipated... thanks for your time.
DungeonBuilder
Orc
Posts: 101
User Offline Click here to see the profile of this user
Last Edit: 2013/05/02 11:30 By DungeonBuilder.
The administrator has disabled public write access.
 
#52090
Re:Ideas for random dungeon generation with DF tiles? 1 Year, 4 Months ago  
How about creating some tables which you could roll a die on? Depending on the type of die you could create a themes dungeon by fidgeting with the different tables to roll on
Dwarf
Orc
Posts: 247
User Offline Click here to see the profile of this user
Gender: Male Location: Germany Birthday: 09/23
The administrator has disabled public write access.
R&P(x3), Room(x3), Ruins (x3), WA, WA 2, WA 3, ABS, CS(x3), CPS, CataSet(x3), CRW(x2), CLS(x4), CCS, RotA(x3), ABS 2 (x4), RotA 2(x2), DoE, DoE WA, DoE R&P, MBS(x4), MBS2(x2), Ice Caverns(x3), Fantasy Floors
 
#52096
Re:Ideas for random dungeon generation with DF tiles? 1 Year, 4 Months ago  
Good idea... I hadn't considered consulting a table.

These dice were also pointed out to me on another RPG thread:
dungeonmorphs.com/adventurerset.shtml

I love the concept of these dungeon dice. However, I'm not sure these ones in particular would work so well given the diagrams on the dice would have you building a fairly large area every roll, and I think you'd run out of table space very quickly. If you're only laying down 4-12 2x2 pieces per players turn though, and 80% of the time you're determining the layout, you could probably play quite a few turns.

Thanks for the comment.
DungeonBuilder
Orc
Posts: 101
User Offline Click here to see the profile of this user
Last Edit: 2013/05/02 15:51 By DungeonBuilder.
The administrator has disabled public write access.
 
#52109
Re:Ideas for random dungeon generation with DF tiles? 1 Year, 4 Months ago  
Random Gen Maz

     1 Dead End
  2-  4 Straight Passage
  5-  6 Opening in Left Wall
  7-  8 Opening in Right Wall
  9-10 X Intersection
11-12 T Intersection
   13 Trap re-roll for passage type consult table/schedule
14-15 Room d4 openings (1 per wall) consult table/schedule
16-17 Right Turn
18-19 Left Turn
   20 Encounter re-roll for passage type consult table/schedule

(Sorry, can't make the spacing work right...)

I developed this system years ago to make labyrinths with DF standard width passages and intersections.

For traps, rooms, and encounters you could create additional random tables, but I recommend simply creating a list or schedule for each -- if/when you run out of one, start rerolling that result. This allows you to have a labyrinth with 7 traps, 5 rooms, and 10 encounters, for example. When the players have gone through all of the experience-scoring stuff, they find the exit.

There can be overlap, of course. A room might be a trap that fills with water. An encounter might happen in a room or a wide place in the corridors, so there is more room for combat. And so on.

If you have limited pieces (or table space), you can pick up pieces that are "out of sight" when characters go around a corner. You have the option of mapping the labyrinth (but fair warning, it may cross over itself) so you can reconstruct it if the characters backtrack, or you can declare that a magical or mechanical contrivance causes the labyrinth to randomly reorder itself behind them.

I set the numbers in my table to emphasize passages, but it should be very easy to weigh the results to get more trap/room/encounter results.

Hope this helps, have fun!
jackattack
Minotaur Lord
Posts: 2571
User Offline Click here to see the profile of this user
Location: USA
Last Edit: 2013/05/02 18:02 By jackattack.
The administrator has disabled public write access.
 
#52308
Re:Ideas for random dungeon generation with DF tiles? 1 Year, 3 Months ago  
Forgot to say thanks for posting this.

I've printed out some mock dungeon tiles to hold me until I get my tiles in October. I'll give this a go.
DungeonBuilder
Orc
Posts: 101
User Offline Click here to see the profile of this user
The administrator has disabled public write access.
 
#52310
Re:Ideas for random dungeon generation with DF tiles? 1 Year, 3 Months ago  
If you have one, the 1st edition AD&D DMG had a random dungeon generation section. It even has 45 degree turns. :)
Florin
Goblin
Posts: 22
User Offline Click here to see the profile of this user
The administrator has disabled public write access.
 
#52338
Re:Ideas for random dungeon generation with DF tiles? 1 Year, 3 Months ago  
This was posted in the Kickstarter comments at one point and immediately came to mind when I saw this thread:
www.badaxegames.com/downloads/DF_GamingTiles.pdf
Starlight
newbie
Posts: 2
User Offline Click here to see the profile of this user
The administrator has disabled public write access.
 
#52347
Re:Ideas for random dungeon generation with DF tiles? 1 Year, 3 Months ago  
Starlight wrote:
This was posted in the Kickstarter comments at one point and immediately came to mind when I saw this thread:
www.badaxegames.com/downloads/DF_GamingTiles.pdf


AWESOME! I've only had a quick glance at the document, but this is right in line with what I've been planning, so it offers a lot of validation that a card-driven system could easily work to build a nice board game/RPG mashup.

This person's system appears to give the players the ability to build the dungeon themselves through card draw, which is an element I would want to include. I think I would want to take it one step further and also make required sections that the players must place... Kobold ambush, wizards lair, jail cells, etc etc. I think my ideal game would include the option for both.

I've begun making rough drafts of my cards. I have around 50 dungeon piece cards that include pieces the players must use (much like this document, though I haven't labeled them as "Chamber" or "Passageway"... that's a nice touch) but also monster encounters, event encounters ('The writing on the wall says turn back adventurer'), and placement of dressings like barrels, crates etc. I also have around 10 or so prebuilt rooms that the player must place within 3 turns of drawing them.

I'm still ironing out the rules of the game. Hopefully it will be ready before October.

Thanks a lot for post that.
DungeonBuilder
Orc
Posts: 101
User Offline Click here to see the profile of this user
Last Edit: 2013/05/07 09:09 By DungeonBuilder.
The administrator has disabled public write access.
 
#52359
Re:Ideas for random dungeon generation with DF tiles? 1 Year, 3 Months ago  
Yeah, I was excited when Benjamin posted that and might have to try it out :)
And with you making something similar, hey, the more the merrier! Choice is good :)
Starlight
newbie
Posts: 2
User Offline Click here to see the profile of this user
The administrator has disabled public write access.
 
Go to topPage: 1
Your Cart:
0 Items Order Total: $0.00

0 Product
$0.00



Login to see your account info

Once you login you will be able to see your different account areas here, order history, shipping information and your account information.