Been thinking about ways to organize overlapping random dungeon tables so you can target them toward making the kind of dungeon you want. Like if you need a cave for a bunch of dumb orc bandits you roll once and never have to ignore a result since it just gave you a magical alignment-sensing teleportation trap and a haunted library.
This may just look like a ball of chaos, but I think I can actually make it make sense on paper.
Click to enlarge.
Tuesday, June 21, 2011
Results of The Mythic Underworld Census, 2011
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5 comments:
Why don't the fortress in mid-crisis and forgotten tomb stuffs overlap?
Depending on how one defines crisis, I can see a race to locate the foozle hidden inside the forgotten tomb against a rival party also struggling to overcome the various puzzles that protect it would be fertile (if not especially often tread) ground for an adventure.
@taketoshi
I define a "fortress" as a place with intelligent beings that live or work there and traps and monstrs to match.
A "forgotten tomb" is, by definition, "forgotten"--meaning there are currently no intelligent living creatures who live there. The threats are traps or "automatic"--like a classic pyramid raid.
A race against a rival party would not turn the tomb into an occupied, working "fortress" under this definition by any means,
Ah, gotcha--thanks for the clarification.
Venn Diagram from Hell! I'm totally on board with this. So many times when I'm stocking a dungeon do I find myself compelled to do a little re-write to make the random results fit. Then I'm pretty much justifying the weird changes rather than making the dungeon a cooler thing as a whole.
Sometimes a random result that doesn't fit gives me a great inspiration, and this might loose that. But then if I'm hoping for inspiration I'm probably not rolling on so specific a table anyways
Probably going to get buried since this post is a few weeks old, but I liked the idea and ran with it. Here's the results: http://runeward.blogspot.com/2011/07/double-duty-table-generation.html
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