Friday, August 5, 2022

What's in a room?

Building the tree of choice from the pieces available. Giving guides the tools to create complex dungeons from simple pieces. Allowing the Guide to work with the PC to form an interesting narrative.

The room as one sub-puzzle while trying to achieve your overall goal. This could be completely decided by the player, and then it is the Guide's job to get them there in three Dungeons. Perhaps it is simply an object that you have lost.

Context

What role does the room play in the overall dungeon? Why does it need to be in this dungeon, and not another one? Is it a multi-floor dungeon? Are there signs about a given room that allow it to be detected from another room?

Doors

Every room needs to connect to at least one other. These connections may be critical in affecting how characters and monsters navigate the dungeon, so on discovery some doors must connect. Perhaps these connect abnormally - for example via tunnels, which act as sub-rooms with low chance of encounters.

Potential or threat

Each room needs the capacity to change. Just because a player has discovered a room, doesn't mean it can't surprise them next time they pass through. Part of this will come from moving characters and monsters.

Puzzles

A puzzle which provides an important clue, shortcut or advantage. Puzzles usually involve some kind of mechanism, and are likely to involve other objects - whether standard equipment or things in the dungeon. E.g. something is locked, something is too high to reach.

Tools

Tools to solve puzzles, disarm or avoid traps, gain or create advantage, or overcome obstacles.

Treasure

Something advantageous. Could include tools.

Secrets

Some elements of the room should be hidden.

Traps

Traps are very important, but the danger level of the trap should be signposted.

Clues

Clues about traps, secrets, monster weaknesses and character vices, or about your overall goal.

Characters

All characters should have a vices.

Obstacles

These may be the things that hide other things, but also could prevent access to one or more doors. They may also affect whether players gain the edge in combat.

Monsters

All monsters should have weaknesses.

Decoys

Something that is compelling but only exists so the player can't assume a linear path.

Features

Something to make the room unique. Textures, lighting, sounds, smells. Perhaps something that might affect any conflict that might arise in that room. What is it that makes this room absolutely unique?

Equivalencies

Treasure = tool

Tool = decoy

So... Objects? And they can be assigned as tools for puzzles, obstacles, vices, weaknesses, features, and traps. Or else they are clues for the linkages above, or decoys, or simple treasures.

The thing that is decided to be hidden can be assigned an obstacle.

Puzzles can include characters.

Characters and critters can be tools or clues.

Traps can be obstacles.

Puzzles and obstacles that aren't assigned tools should be possible to overcome with a test.

Currently looking at:

d66 professions

Deep forest: Clearings & thickets (beetle hunting runs, savage realm, ) vs treetops (beekeepers, battlements, sprawling branches of grazing insects)
Boundless bog: Islands and platforms (horseshoe crab blood farms, old trade routes, ) vs mist islands (midge nets, )
Timeless caverns: Caves (old grub farm, mine, water spring) vs crypts (sacrifices to the ants, ancients, )
d6 biomes, each with:
 
d6 type room features (detectable at range?)
d6 type obstacles
d6 type characters
d6 type critters
d6 type monsters (bosses)
d6 type objects

d66 general room features
d66 general monsters, critters and characters (these have associated general vices or weaknesses)
d66 general monster, critter and character traits
d66 general monster, critter and character defining features
d66 first and second names
d66 puzzles
d66 natural objects
d66 artificial objects
d66 magical objects
d66 magical properties
d66 reasons for concealment

Mini

A dungeon evolution game of tiny frogs and giant insects

What's in a room?

Building the tree of choice from the pieces available. Giving guides the tools to create complex dungeons from simple pieces. Allowing the G...