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Random_Phobosis's avatar

Dungeon crawls work as a combination of a ruleset and content. While ruleset defines ways to interact with the content, the content sets the pacing. In a way it's similar to racing tracks in racing games, or combination of platforms and chasms in a platformer game. Content is more than "a thing to do", it's the sequence that matters. In general we want to built up the tension and then release it in satisfying ways, and while some of these functions can be transferred to the ruleset (such as systemic resource drains), some rest on pacing the content. If that's true, it might make sense to formalize pacing/tension as a foundation of stocking system, and then work from there. Somewhat similar example would be Left4Dead AI director, which is basically algorithmic stocking GM procedure for a multiplayer shooter game.

On a completely different note, I'd like to share my procedure for generating NPC encounters, which is a mix between an oracle and an overloaded disposition table. Rather than just dropping a random monster in the world, it's designed to create a fruitful situation that players could immediately interact with. In a pinch, it allows to generate random encounters that don't look too generic, without preparing any encounter tables in advance. Example results would be "small trader caravan building an improvised bridge through a narrow river" and "remains of goblin hunters and dire wolf tracks leading away"

I use series of bell curve tables to answer these questions:

1. Who?

- Typical inhabitants of this area

- Rare inhabitants of this area (I usually have 1-2 typical and 3 rare inhabitants jotted down for each area)

- Typical inhabitants of a neighboring area

- Rare inhabitants of a neighboring area

- Somebody completely out of place (if not sure, a wizard!)

2. Doing what?

- Doing what you'd expect them to do in their daily life, considering their role, time, and place.

- Recently had an encounter with another NPC group (roll on the table above)

- In an encounter with another NPC group right now! (roll on the table above)

- Recently had an encounter with a local hazard, obstacle, or phenomena (weather, difficult terrain, traps, anomalies)

- In an encounter with a local hazard, obstacle, or phenomena right now!

- Doing something weird or unexpected for them (mysterious cult ritual, or goblins trying out dresses)

3. How is it going for them?

- Quite well, actually (often means advantage over the players)

- Amazingly well, it's a triumph! (often means celebrating and drunk, or hauling a big prize)

- Deadlock or tense stand off (easy for players to interfere)

- Tough luck (often battered, paranoid and aggressive, hint at upcoming dangers)

- A disaster! (might ask for help, or an easy target)

- Actually they're not here anymore, there's only traces/clues/tracks. Roll this table again to see what actually happened. Figure out where this would lead the players.

Hope you'll find it useful!

kit yetts's avatar

love this. also i feel like i've already commented about this on one of your posts, but maybe not. really dig this system from level up (A5E):

https://www.levelup5e.com/news/dungeon-delvers-guide-the-nodes-system

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