I will be taking a social media break. Nothing is wrong. I may occasionally check my messages but may not respond immediately.
Me on DriveThru
I will be taking a social media break. Nothing is wrong. I may occasionally check my messages but may not respond immediately.
Me on DriveThru
TL;DR
I wanted to make a procedural mystery RPG template – it didn’t go that well. To make myself feel better, and to test the idea, I applied the bones of the idea to an existing procedural mystery, and in the end in effect got this:
Background – Battleships dungeon
In the past, I had an idea for making a quick dungeon using the Battleships board game as a template for a Grid-Crawl. A pdf version of my Battleships dungeon can be found here: Link
In essence, you can make a two level 20 room dungeon/network that would have the connectivity that looked something like this:
But in reality, it is generated (and looks) like this (red and green pegs are white pegs):
New idea – Procedural mystery game / NPC social network
More recently, I wondered if this method could be adapted to make a procedural mystery game, or a procedural NPC (anti)social network.
I wondered if the first grid could be used to connect 10 spaces or people, and the second grid used to provide information about those spaces or people.
That is, the first grid would define the interconnectivity of the 10 spaces/people (as per my Battleships Dungeon idea). But, the second grid would be used to define if the space/person has a resource/clue (e.g. white peg) or has/is a threat (red peg), or some other social element. The position of the peg could be used to define the magnitude of the clue/threat etc.
The specific project I had in mind got bogged down …
:O|
Applying the concept to the setup of the Scenic Dunnsmouth village
I then realised that the LotFP module Scenic Dunnsmouth is a kind of mystery and is procedural. So I wondered if I could adapt my idea to capture that subject-matter.
Due to the specific nature of the module, I had to add some extra granularity to the procedural method. The idea I originally had in mind was far simpler.
Of course, this method using the Battleships game can never faithfully reproduce all the aspect of the original, for example the D4 used to set the threat level in the original makes the original more swingish than this Battleships-based method. This could be replicated better, but that’s going too far down the rabbit hole!
For example, I did think about adding the extra requirement that the peg in the church needed to be in a middle hole for it to be infected, to better reflect the probability in the original (but again, this is probably going too far).
Anyway, here is my adapation of the Scenic Dunnsmouth village set up using the Battleships game:
A more readable pdf version of ‘Battleship Scenic Dunnsmouth’ with expanded examples can be found here: Link
Requirements
Placement
Lefthand Grid (LHG)
1. Place the 5 ships on the 10 × 10 grid as per the standard ‘Battleships’ rules
2. Add a random peg in each column, but avoiding the ships
3. Add a random peg in each ship
Righthand Grid (RHG)
4. Place the 5 ships on the board as per the standard ‘Battleships’ rules
5. Add a random peg in each column, no need to avoid the ships this time
e.g.:
Interpretation – the village
LHG
to work out the “red kicker roll” take 6 and add the modifier below:
if a white peg is in the 1st hole = +1; 2nd hole = +2; 3rd hole = +3;
if it’s a red peg, the modifier is doubled (essentially this equates to a D6+6), i.e.:
RHG
… however, if the peg is in a ship, then this is overruled and it’s a royal card where:
Jack = peg in a 3-hole ship
Queen = peg in a 4-hole ship
King = peg in a 5-hole ship
Personalities
Scenic Dunnsmouth Map
If redrawn (but there is no need to), then the Scenic Dunnsmouth village would look something like this:
SDN: 90 – (6 × 5) = 60 yellow/orange = infected
Spider: 6HD
Magda’s level: (9/3)-1 = 2
Uncle I’s Level: 3+1 = 4; and is doing activity: 2+1+1 = 4
Again, a more readable pdf version of ‘Battleship Scenic Dunnsmouth’ with expanded examples can be found here: Link
– – –
Me on DriveThru; at the moment I’m mainly pimping my procedural:
:: High Seas ‘Hex Crawl’ – In the Heart of the Sea,
:: Wilderness Hex Crawl – In the Heart of the Unknown,
:: Dungeon/network generator – In the Heart of the Delve & Dangerous
Just something I cooked up for the 2020 One Page Dungeon Contest:
Rubik’s Cube Random Dungeon:
A better quality .PDF version can be downloaded from here: Link
Probability analysis that nobody (other than me) is probably interested in:
I did a crude probability analysis by generating 50 random cubes, and summed up the squares according to the ‘rules’ just to see how often certain combinations came up and got this:
So, Options 2 + 3 together = 17.6% chance of coming up. Options 8+9 has 4.3% chance of coming up etc. The above sort of looks like a bell curve, although it would be better if 8+9 was swapped for 10+. To allow for this, in my table, I made the results from 8+9 the most improbable outcome.
If not grouped in sets of two, the ‘curve’ is not very uniform:
Options 3 and 5 being very low. Hence why I grouped my outcomes in sets of two as shown in the first graph i.e. to smooth out the bumps.
In case anyone is interested, this is the above data sorted high to low:
Currently, my method generates about 50K options per cube (i.e. 6 to the power 6 options). But, if you increased the options from 6 per aspect to 12 per aspect, you get nearly 3 million options per cube (i.e. 12 to the power 6 options). The above chart might be useful in generating 10 or 12 options per aspect. However, the resultant table will look a bit chaotic i.e. 4 has the highest odds (31.3%) and this is boarded by the two lowest results (both less than 0.5%). This is the equivalent of a random monster table where goblins are boarded by ‘goblins’ are directly boarded by ‘Demogorgon’ and ‘Odin’.
That’s more analysis than anyone needs.
– – –
Me on DriveThru; at the moment I’m mainly pimping my procedural:
:: High Seas ‘Hex Crawl’ – In the Heart of the Sea,
:: Wilderness Hex Crawl – In the Heart of the Unknown,
:: Dungeon/network generator – In the Heart of the Delve & Dangerous