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Author Topic: Random room generation play test  (Read 528 times)

Offline Spinal Tap

  • Mastermind
  • Posts: 1021
Random room generation play test
« on: May 29, 2024, 10:43:03 AM »
For the final instalment of my Blood Compass campaign I want to travel through the rooms of a Vampire Queen's castle to try to kill her.

Use 13 cards to represent the rooms then I will draw a number of cards and add the final room card - in this case I took 5 random cards and the King (13) and shuffled them.

On top I added the shuffled remaining 7 cards - so the minimum number of rules will be 8 and the maximum 13 which adds a bit of surprise to solo/coop play.

When adding the NPC's I use different dice on my phone generator to show where to place them within a room.


Here's some pics from the test:


20240529_084511 by markndebs, on Flickr


20240529_084442 by markndebs, on Flickr


20240529_084816 by markndebs, on Flickr


Screenshot_20240529_085116_RPG Simple Dice by markndebs, on Flickr


So the above card and dice give a long corridor containing one potion and 4 Skeletons including an archer.

Played using Frostgrave rules but 10 figures is very unwieldy so I move to half a warband which seemed to work better.

Most likely I will split the party, sending the first group through and the second group can start after five rooms, following and mopping up, but this is still to be decided.

 20240529_085242 by markndebs, on Flickr


20240529_090814 by markndebs, on Flickr


20240529_092456 by markndebs, on Flickr


20240529_092509 by markndebs, on Flickr


20240529_093430 by markndebs, on Flickr


20240529_093608 by markndebs, on Flickr


20240529_094430 by markndebs, on Flickr


20240529_095611 by markndebs, on Flickr


20240529_095625 by markndebs, on Flickr


20240529_095634 by markndebs, on Flickr

Online Bloggard

  • Scatterbrained Genius
  • Posts: 3487
Re: Random room generation play test
« Reply #1 on: May 29, 2024, 01:02:22 PM »
great stuff.

Offline Sunjester

  • Mastermind
  • Posts: 1548
Re: Random room generation play test
« Reply #2 on: May 29, 2024, 04:19:16 PM »
Superb looking layout and some interesting ideas!

Offline Malamute

  • Prince of Darkness
  • Moderator
  • Elder God
  • *
  • Posts: 19359
    • Boot Hill Miniatures
Re: Random room generation play test
« Reply #3 on: May 30, 2024, 09:46:18 AM »
great stuff, looks like a lot of fun.
"These creatures do not die like the bee after the first sting, but go on age after age, feeding on the blood of the living"  - Abraham Van Helsing

Online pauld

  • Scientist
  • Posts: 495
  • Being disintegrated makes me very angry!
Re: Random room generation play test
« Reply #4 on: May 30, 2024, 03:32:44 PM »
Great stuff

All that beautiful scatter and the wonderful minis really bring the Tenfold Dungeon to life

I think I shall use your ideas in my own set ups - who doesn't love a random crawl every now and then
No dear, they are not toys, they are models

Offline fred

  • Galactic Brain
  • Posts: 4404
    • Miniature Gaming
Re: Random room generation play test
« Reply #5 on: May 30, 2024, 03:39:30 PM »
Very cool - are you dicing for the scatter terrain in the rooms, or just going for what looks good?

I’d something similiar during lock down, using the resin Pendraken dungeon and the 4 against darkness rules - I drew the rooms on to squared paper then added these to cards to make it easier to shuffle and deal out the layout, without needing another table to reference.

Offline Spinal Tap

  • Mastermind
  • Posts: 1021
Re: Random room generation play test
« Reply #6 on: May 30, 2024, 07:55:25 PM »
Thank you all.

I've reworked how the party will travel through the room and now allowing high level creatures to spawn in corridors - hopefully will have a proper playthrough soon but have some High Fantasy and Grimdark Future Firefights planned for the next week.


Very cool - are you dicing for the scatter terrain in the rooms, or just going for what looks good?

I’d something similiar during lock down, using the resin Pendraken dungeon and the 4 against darkness rules - I drew the rooms on to squared paper then added these to cards to make it easier to shuffle and deal out the layout, without needing another table to reference.


I've got a basic plan/theme for each room but place as I feel at the time before the foes are added - they are placed via dice rolls.

 

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