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"Untested Collapsible Encounter Method"

15 Comments -

1 – 15 of 15
Anonymous Anonymous said...

I have always been a big fan of "Eyes of Fear and Flame." All this Fiend Folio love lately has gotten me mighty nostalgic.

April 29, 2011 at 2:32 PM

Blogger John Evans said...

You've packed a lot of information into the chart there. Pretty slick!

April 29, 2011 at 2:58 PM

Blogger Welcome to Dungeon! said...

A lot of promise here. It reads like it has pretty good usability already, but I'm all for seeing successive refinements of this process.

April 29, 2011 at 3:46 PM

Blogger -C said...

I may have to stop reading your blog, being I'm trying to come up with ways to do similar things for the re-release of my dungeon stuffs and don't want to be accused of outright theft.

Excellent post

April 29, 2011 at 6:05 PM

Blogger Blair said...

Oh Jeez, it's Thursday's Polynominal Function Transformations exam comin' back to haunt me...

I love your example faction compositions, with the heavy FF component but esp. how they're so random ("the insect god has githyanki and jackalman followers?!") but I can totally see it in a Sandman or Swamp Thing comic; I should have said that Vornheim was Fairy Tales filtered through nineties DC Vertigo comics.

April 30, 2011 at 7:04 AM

Blogger Adam Thornton said...

Dude.

Awesome.

"Or, if you're a computer programmer: there you go. This is probably how some computer games work already."

If I have a few hours this weekend....(no promises, got a birthday party and some Dominion playing and an oyster-and-cocktail bar to go to, and a new foster dog to keep calm, but we'll see)

April 30, 2011 at 9:43 AM

Blogger Dan said...

This is related something that's always bubbled in the back of my mind but I've never got around to expressing.

Seeing how important numbers and their patterns are to RPGs like D&D, it seems crazy that so little progress has been made in the way we formulate, interpret and display those numbers.

In the age of excel, when spreadsheets can do so much amazing stuff and most school graduates ought to be able to whip up a graph... I just hope that you've started something here that spreads a lot further.

April 30, 2011 at 7:54 PM

Blogger richard said...

regarding your heuristic for "depth" from the entrance equalling power, you've just recreated Hillier & Hanson's space syntax. The big inversion of this is care institutions (asylums, prisons, hospitals) where the most powerful people are between the entrance and the least powerful ones. I have a post brewing on dungeons as building types for exactly this. Most loosely-designed dungeons seem to be apartment buildings to me.

May 1, 2011 at 1:55 AM

Blogger Blair said...

Ananlysis of my first attempt results with a 23 room dungeon:

- A disproportionate butt-load of #6 monsters (Lamias in my case)
- No treasures over #4 (haha! that's a problem for the players not me ;P )
- Lots of Traps!

I'll try with the d10/20 version next.

May 1, 2011 at 9:27 AM

Blogger Adam Thornton said...

Do you just draw the graphs arbitrarily but generally sloping from lower left to upper right, with spikes where there "should" be something (like the entrance guards, the choke-point-to-the-inner-part-of-the-fort, or whatever), or is there some technique for determining the graph height as a function of from-entrance depth?

May 1, 2011 at 10:53 AM

Blogger Zak Sabbath said...

@adam

just drew the graph. it's about the principle not the numbers. the numbers can be adjusted.

May 1, 2011 at 11:34 AM

Blogger Roger G-S said...

I guess once you put this to the test you'll see if the properties you code into the irregular function earn their keep - as opposed to a simpler escalating modifier to each roll.

The real nugget here is the mini-encounter tables for different groups in the campaign, which has me thinking in a number of different directions at once ...

May 2, 2011 at 10:56 AM

Blogger Zak Sabbath said...

@Roger

if you're running a more "cinematic" and less "the world is the world"-type campaign I could see the escalating modifier method working fine, or a model where the numbers along the bottom represent units of real-time spent playing.

Also: for intelligent, coordinated monsters alerted to the PC's presence, the escalating modifier thing for monsters sounds perfect.

May 2, 2011 at 11:05 AM

Blogger Christian Kolbe said...

Zak,

Hizzah! Another great, easy generator. As a DM working my way through my own dungeons this gives me a great way to randomly generate the possibility of an encounter while still being sure that there is some environmental/player choice probability that comes into it.

Like a few of your other things, I am gonna take this and run with it.

May 3, 2011 at 5:57 AM

Blogger Unknown said...

this whole thing screams "swords and wizardry". i could cook up a whole evening of old school fun with something like this at my disposal.

what kinds of monsters are in the bandit lair? check. traps and treasure, check.

grab my favorite random room desriber and then rock on.

you could also get a lot out of the "gaming paper" dungeon geomorphs i think.

May 11, 2011 at 8:30 PM

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