Saturday, March 24, 2012

Spine of a Dungeon, Part 4 (part 3.5?)

Two close up versions at the bottom of the post, below the fold...

Well, the last step kinda happens during the third step - as your filling rooms with monsters, you might start to see how the monsters live and move around in their environment. Or as you work out a trap, you might see how it creates evidence that gives a clue to look for a trap and why someone set it.

Basically in this step, it's hard to describe because your thinking of how the dungeon lives!

Tuesday, March 20, 2012

Spine of a Dungeon, Part 3

Next is a simple chart (a sort of simplification of the random dungeon generation charts). Roll a D6!
1-2: Monster. Treasure: 3 in 6
3: Trap. Treasure: 2 in 6
4: Trick. Treasure: 2 in 6
5-6: Empty. Treasure: 1 in 6 (treasure is either hidden or is itself trapped)

Monday, March 19, 2012

Spine of a Dungeon, Part 2

Now in laying out the dungeon, I like my dungeons DENSE! I see no real joy in 60 foot corridors of emptiness over and over - never mind that I'm sure the diggers who made it really wouldn't want to dig a lot for no real reason. But maybe you do and you want to staple graph paper together to accommodate it - fair enough.

Anyway, here we roll on the chart...

Sunday, March 18, 2012

Spine of a Dungeon, Part 1

I upped the contrast on this a bit to make the path clear for ye, adventurer...
Doing AD&D recently, I've kind of struggeled with room layout. Fact is, as a human you can't really just 'randomly' assign rooms. To make the next room you always rely on some line of reasoning/thinking/vibe/theme, whatever. When really what I want for now is to be entertained - currenly I don't have a big urge to develop a big line of thinking/vibe/theme of dungeon design. Which makes it a bit hard to be entertained when the only generator is you.

Well actually the DM manual has a dungeon generator, but - it appears to produce things I wouldn't find entertaining (oh, another 60 foot corridor? Bliss!). Maybe I'm wrong on that and should give it a try one day to see atleast one result of it.

So what I ended up doing was to narrow it down to the basic structures...

More after the fold...

Saturday, March 17, 2012

More reward for higher difficulty is...rubbish?

Might be wrong, but I think that's been pushed in game design (particularly around the mmorpg area) that more difficulty of play aught to equal more reward.

The thing is more reward for more 'difficulty' (where that difficulty is just higher enemy stats) can even be easier than before. Say instead the monster that would normally inflict on average 10 damage over a  fight to your 30 hit points and give 100 gold, inflicts 20 points on average and gives 200 gold. You can then go and heal. Well this is easier! What's the difference between healing off the damage? None and you got more gold? It's just easier than before! The only thing that could change that is a spike in damage (and dice pools tend to average out).

If reward actually tracked to higher difficulty perfectly, then unless there is spiking damage, there is no point, it would always be effectively the exact same difficulty as before, but with higher numbers (though it would cut down on grind, granted!).

Difficulty has to always be incommensurate to reward otherwise difficulty has not been raised. The only reward higher difficulty can really impart and still be higher difficulty, is the knowledge you did it on a harder difficulty.