Saturday, July 28, 2018

These are some rough doodles of Dungeon tiles from Tables of Doom. Some of them are interesting. Most are pretty familiar.

These are some rough doodles of Dungeon tiles from Tables of Doom. Some of them are interesting. Most are pretty familiar.
The Facets are Trap, Random, SD (Secret Door) Enemy, Loot, and Clue. The secret door table has a variety of described rooms, probably with loot or a clue. Clues help you fight monsters or find good loot.
Some rooms are also labeled SR or Safe Rest. If you clear it of traps and monsters, you are Safe to Rest.
The scores are between 6 and 11, to be rolled on a d12.

These are the pieces. You can write your own fiction, traps, loot, clues, enemies, secret rooms, and random encounters.

Randoms are the coolest. Many of them are of two parts though you could easily extend their influence into multiple story arcs.
Like, you see a shadow dart out of the room. Have it reappear during your next combat, help then flee. Then introduce themselves next time a random is rolled.

5 comments:

  1. SO is the idea that you choose a random element, append it to your dungeon, and then roll a number of d12s and add that content for each d12 that comes up >= the score you wrote down?

    ReplyDelete
  2. Each tile has a series.of scores.
    You roll for appending section, and each then a d12 against each score listed.
    Trap is 9, in some corridor. If you roll ten you have a.trap. Roll again on the trap table.
    This gives.you a room by room randomization. The system of combat or rules for light are yours but simple is better.
    If you are designing your own encounters, you will have.to test to see what the balance is.
    If you meet friendly NPCs, will that break balance?

    Another thing to consider, is that there is a set number of tiles to be placed (determined randomly) before you meet with a boss or miniboss.

    ReplyDelete
  3. Charles Swann that was my interpretation as well

    ReplyDelete
  4. Other options,
    if you're playing with ranged weapons, is there cover? Can noise from combat bring new encounters?

    ReplyDelete
  5. To do this property you'll want a table of dungeon tiles, traps, monsters, loot, clues, and random events.
    Traps should be easy. Have them test different things. Falling floor or shooting darts are Dex rolls, a tripwire into an obvious pit a perception check, a gas (laughing gas or hallucinations) tests constitution.
    I've been thinking about ways to incorporate character backstory into random events.
    Maybe someone's enemies kill enemies with a certain weapon or leave a certain calling card.
    Maybe someone sees a ghost warning them or a familiar token.
    "She's alive! She left this to help us find her!"

    ReplyDelete