Showing posts with label random. Show all posts
Showing posts with label random. Show all posts

Tuesday, May 1, 2012

AD&D random map gen: Putting a focus on treasure

Currently I've been using a certain chart to outlay the basic contents of a dungeon (then I go and modify the overall result slightly, to fit how I see the creatures having gotten there and living there). The chart also determines treasure.

1-2 = Monster, 3 in 6 chance of treasure
3 = Trap, 2 in 6 chance of treasure
4 = Trick, 2 in 6 chance of treasure
5-6 = Empty, 1 in 6 chance of treasure

But I want to get the most out of each session in the time given. Granted, sometimes the players see a room with monsters in it, but no treasure - but rush them anyway! But really, I'm not quite interested in these sorts of rooms and the RL time it takes to run them.

So what if we assumed we skipped all the rooms that had no treasure in them?

Looking at the chart, you could take the odds of treasure and make a new chart - monsters having a 3 in 6 chance of treasure and there being a 1-2 chance of monsters, lets say 'monster with treasure' has a 2*3=6 point chance of occuring. Do that to the rest of the chart, then make it work on an appropriate die and you get...

1-6 = Monster with Treasure
7-8 = Trap with Treasure
9-10 = Trick with Treasure
11-12 = Empty with (hidden) Treasure

So roll 1D12 on that chart!

PS: Of course empty rooms aren't just empty - if something comes to mind for what could be in it (ie, maybe it stores food, or is a prayer room) then that's what's in it.

Edit: On reflection I would change the trap and trick to continue to be 2 in 6 chance of having treasure. Because while you might be able to see a room has a monster but no treasure, you can't exactly tell if a room with treasure is trapped or not, so you couldn't skip those. With the empty rooms, they continue to have hidden treasure, which isn't obvious because often trapped/tricked rooms without treasure look like empty rooms as well.

Tuesday, March 6, 2012

'I am alive' - faux climbing tension?


I was watching the above demo of 'I am alive' (it's in the first four minutes) and here's a thing: Although it was a demo, it has you climbing and using up your stamina bar.

But really all those climbs are set pieces - the designers and playtesters have played through that and know the exact amount of stamina that will be lost.

It's not like in, say, nethack, where a particular area of dungeon is randomised and you know part of the random elements and so can strategize, in such a case the randomisation might very well mean its not survivable. Or it is, but maybe your strategy wont be good enough?

Here, if I'm understanding it, its a fixed, predecided climb with no strategic element (you just push in the right direction). Well, apart from hitting the extra effort button furiously.

Though I guess you have to see the right direction coming in time. Maybe when you play, especially for the first time, it's hard to know those right directions to climb and that's the uncertainty point that gives game?

Or the raw illusion of doing it all then badum, badum your stamina meter is down and OMG quick bash that button and...

Except it isn't a tension moment where things are going wrong. The designer set it to be that way.

Well, it was the tutorial level and also maybe the combats the real dealio, eh?