06-28-2018, 10:31 AM | #31 |
Join Date: Sep 2004
Location: Canada
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Re: GURPS DF / DFRPG Random Dungeon Generator
I have encorporated this, and it will be present in the next update.
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All about Size Modifier; Unified Hit Location Table A Wiki for my F2F Group A neglected GURPS blog |
06-28-2018, 10:37 AM | #32 | |
Join Date: Sep 2004
Location: Canada
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Re: GURPS DF / DFRPG Random Dungeon Generator
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All about Size Modifier; Unified Hit Location Table A Wiki for my F2F Group A neglected GURPS blog |
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06-28-2018, 11:02 AM | #33 | |
Join Date: Aug 2004
Location: Binghamton, NY, USA. Near the river Styx in the 5th Circle.
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Re: GURPS DF / DFRPG Random Dungeon Generator
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Maybe instead can you add spin buttons for the Px Per Yard that just make it go +/-10 or something, allowing users to quickly raise or lower it? The biggest annoyance with these kinds of apps is having to go from mouse to keyboard to mouse to use the UI, especially when it's for just one setting. Having clickable spin buttons at least alleviates that annoyance.
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Eric B. Smith GURPS Data File Coordinator GURPSLand I shall pull the pin from this healing grenade and... Kaboom-baya. |
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06-28-2018, 11:38 AM | #34 | ||
Join Date: Jan 2005
Location: Minneapolis, MN, USA
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Re: GURPS DF / DFRPG Random Dungeon Generator
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I'll give you how I do these. Copy/paste from my campaign wiki, with some editing: "Wandering Monsters happen 6 or less on 3d every turn; 7 is clue if moving." A "turn" to me means 10-minutes, a la the Red Box, which I designate as being the rough time it takes to pass through a room and be at least kinda searching. So instead of rolling 9 or less once an hour, I roll 6 or less six times an hour, or every room. Saves me from keeping track of raw time. For keyed wandering monsters, you'd have to have the generator generate the dungeon and all the rooms first, then have the wandering monster picker pick from those. Quote:
Last edited by Rasputin; 06-28-2018 at 01:36 PM. Reason: Got rid of needless stuff |
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06-28-2018, 01:14 PM | #35 | ||
Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
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Re: GURPS DF / DFRPG Random Dungeon Generator
Can we get "1", "2", "Many", "Lots", and "Really?" stairs options?
As one can see... your definition of 'lots and lots' does not mirror mine... (say 'Lots' just doubles your 'Many' and 'Really?' puts stairs in almost every room and off almost every corridor). Quote:
Also... can we get Stairs Up and Down added to the legend? Also, not sure... but it looks like Trimming Dead Ends plays with your amount of Stairs? Quote:
Add my vote to being able to designate number of entrances. |
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06-28-2018, 01:38 PM | #36 |
Join Date: Jan 2005
Location: Minneapolis, MN, USA
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Re: GURPS DF / DFRPG Random Dungeon Generator
This might be asking for a bit much, but elevation changes would be cool. I suspect that it would be really tricky, however.
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06-28-2018, 02:12 PM | #37 | |
Join Date: Aug 2004
Location: Binghamton, NY, USA. Near the river Styx in the 5th Circle.
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Re: GURPS DF / DFRPG Random Dungeon Generator
Quote:
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Eric B. Smith GURPS Data File Coordinator GURPSLand I shall pull the pin from this healing grenade and... Kaboom-baya. |
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06-29-2018, 09:11 AM | #38 |
Join Date: May 2008
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Re: GURPS DF / DFRPG Random Dungeon Generator
Do you have any suggestions on how that could be output in a useful way?
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Running 3 GURPS games: DFRPG, Supers and a weird Evil Hogwart's (ish) game. Check out my blog: Dungeons on Automatic |
06-29-2018, 09:15 AM | #39 |
Join Date: May 2008
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Re: GURPS DF / DFRPG Random Dungeon Generator
A random encounter table for the wilderness is totally something on the list of things to do.
__________________
Running 3 GURPS games: DFRPG, Supers and a weird Evil Hogwart's (ish) game. Check out my blog: Dungeons on Automatic |
06-29-2018, 11:34 AM | #40 | |
Join Date: Jan 2005
Location: Minneapolis, MN, USA
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Re: GURPS DF / DFRPG Random Dungeon Generator
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Dark Tower, level 1, page 29: The elevation change from the hallway to room 44 would not be hard to implement, likewise from room 21 to 22 and room 19 to 18. The additional stuff from room 44 to room 45 would be tough since it crosses over another tunnel; room 46 is just hanging over room 22. Caverns of Thracia, level 1, page 22: the hallway between room 27B and the sublevel of rooms 16-26 is wholly possible, and even has direction helpfully marked (likewise for the stairs). Likewise, the hallway that makes up the phantom room 8 (on the map, not in the key) has a clear marking that it's going down. Caverns of Thracia, level 2, page 32 (for my money, the greatest dungeon level ever drawn): I would think the change south of room 48 is doable, as is the one north of room 40A. I'm not going to touch the sub-levels other than the room 53A-J one, which has changes between room 53 proper and 53A, 41B and 53H, and 53B and 53C. Caverns of Thracia, level 4, page 75: North of room 103, and between room 86 and 116. Search for those. |
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Tags |
dungeon fantasy, dungeons, random dungeon, utility |
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