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Old 06-27-2018, 11:34 AM   #3
Bruno
 
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Join Date: Sep 2004
Location: Canada
Default Re: GURPS DF / DFRPG Random Dungeon Generator

WHAT IT DOES:

This app produces a dungeon map image with customizable resolution (suitable for printing or for online play on a virtual tabletop) and a formatted room-by-room key.

Implemented Features:
  • Control over dungeon size, shape, room sizes, room frequency (lots of rooms packed into a small space vs rooms scattered around), hallway squigglyness, number of dead-ends, staircases, general dungeon security level, monster difficulty.
  • Hallways include height.
  • Room dimensions, including height.
  • Monster encounters keyed to party CER ("Combat Effectiveness Rating" - a starting party of four is usually in the 100-150 range).
  • Wandering monster table, populated primarily from monsters found in the dungeon.
  • Treasures keyed to encounter difficulty and overall dungeon CER (with option to produce completely random treasure using the DF8 treasure generator service, online)
  • Concealed treasures.
  • Doors with GURPS/DFRPG statistics for forcing open, picking, and breaking down. And shoving open, if they're particularly heavy.
  • Secret or concealed doors
  • Portcullises and how hard they are to lift.
  • Traps (currently handled by references to published traps).
  • Notes on general environmental conditions (Mana level, Sanctity, lighting).
  • Odd dungeon features (misty or dangerous atmospheres, weird and magical pools and fountains - and mundane ones).
  • Random dungeon junk in rooms to provide some colour and potentially interesting environments to interact with.
  • Randomize travel time to the dungeon or select manually. Further dungeons have better loot, but burn more resources to get there and back again.
  • Travel to the dungeon is in a stated Survival specialty (chosen randomly)

TODO:
  • Traps in hallways and otherwise in specific hexes rather than nebulously in a room.
  • Create random rumours about the dungeon to find in town.
  • Create some quest hooks - provide McGuffins to recover, kidnapped NPCs, name particularly notorious monsters, generate bounties
  • Generate some "exceptional" monsters with lenses or special abilities.
  • Have the program create completely new traps keyed to party CER, and provide statistics to the GM
  • Pit traps, and pits as an alternative to stairs to the next level. I love pit traps.
  • More dungeon environmental conditions:
    • What are the walls made of and how easy are they to climb?
    • What are the floors made of, and do they impose any interesting effects on movement and combat?
    • These have implications for PCs trying creative solutions, and are key factors for determining Natures Power for druids (not currently evaluated).
  • Determine Natures Power level.
  • Traps in specific room hexes and in hallways.
  • "Setpiece" rooms and encounters - hand-crafted by a human to be guarenteed to make sense.
  • More variable hallway widths, option to force a minimum of 2 yards or 3 yards.
  • More coherent hallway digging algorithm (as an option; insane is also fun)
  • option to create "flow" in the dungeon level, adjusting difficulty according to proximity to entrance/exit.
  • match up stairs up/down to a "generate next floor" option
  • option to regenerate a room, encounter, treasure, or trap if you don't like it
  • Themed monster groups (with the option for totally insane monster groups too)
  • Dungeons (or subsections of large dungeons) entirely populated on a selectable theme
  • Cool hash-fill dungeon design
  • put water on the map
  • position dungeon junk on the map? (may never happen)
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Last edited by Bruno; 06-27-2018 at 12:37 PM.
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