I’m
returning to my Oracle System-driven
roleplaying game design for Basic Fantasy
Heroes as an occasional break from work on the miniature wargame rules for Panzer Kids. The rules went through
several rounds of playtesting earlier this year, with solid input and good
insights on fine-tuning the system and improving the presentation. But aside
from running a few test encounters myself to see how combat worked out within
the overall Oracle System, I’d not
have a chance to run a small band of heroes through a scenario. So I turned to a
solitaire alternative using a random dungeon system to generate an adventure in
which I, as player, truly could not anticipate what the characters would face
from one room to the next. Beyond offering a taste of the Basic Fantasy Heroes game system mechanics in an actual play
setting (albeit solitaire), the experience helped me come to some conclusions
about what I expect in random dungeon solo play.
Rationale
I wanted to
adhere to certain conditions in undertaking this foray into solitaire random
dungeon adventuring, primarily to provide a realistic experience using the
character and combat rules I’d developed in a fully unexpected setting. To this
end I created three beginning characters using my Basic Fantasy Heroes rules: a priest, elf, and dwarf, each with
their own specialties that would affect gameplay (primarily combat).
My main
concern was generating a dungeon layout with interesting results for solo gameplay.
I’m no expert on the various options available today for solitaire dungeon
generation. Giving in to my nostalgia, I initially turned to the original
material created on this subject, the Gygaxian system in “Appendix A. Random
Dungeon Generation” of the Advanced Dungeons
& Dragons Dungeon Masters Guide.
To vary my
approach I also polled some folks on Google+. Several offered good suggestions
on alternate, more recently developed random dungeon generation systems
available. Thanks to John Fiore, host extraordinaire of the Solo Nexus blog, I
picked up the No Budget No Frills Pencil and Paper Dungeon Generator, Ver. 3.0 by John Yorio over at the Tabletop
Diversions blog. (Though I’m also interested in eventually picking up the
geomorph Dungeon Dice Clayton Rider suggested.) The discussion also covered
TSR’s Cardmaster Adventure Design Deck,
which I own but declined to use in this particular exercise.
In both
cases I decided to create my own first-level dungeon monster encounter table
based on the low-level creatures I’d devised for Basic Fantasy Heroes -- not all the creatures I’ve developed have
corollaries in the AD&D Dungeon Masters Guide monster tables, and I didn’t want to outright translate
that game directly to mine -- but they still ran the range from bandits and
goblins to giant centipedes and slime. The presence of traps in both dungeon
generation rules revealed to me that I’d not considered rules for traps in Basic Fantasy Heroes; so I quickly
drafted some functional notes on how certain iconic traps worked within the Oracle System framework with an eye to
developing them more fully later.
I intended
to try two strategies in recording my solo dungeon-delving experience: creating
an annotated map (somewhat of a necessity in these exercises) and writing an
in-character chronicle describing events, encounters, and reactions (an idea
John Fiore has featured over at Solo Nexus, though he recommends not writing in a player character’s
voice). Experience with both random dungeon generating systems showed the map
an obvious requirement and the primary focus of the game. In the course of
rolling, mapping, and handling combat encounters, however, I regret the
adventure diary chronicle fell by the wayside; I liked the character narrator, but
it seemed a strain to catalog encounters in an engaging style, even in the most
general sense (though I was quite happy with my introduction).
The Gygaxian Labyrinth
At first
glance the byzantine tables in the Dungeon
Masters Guide appendix seemed to lead one down the path to revealing a
dungeon with all the complexities one expects: traps, monsters, treasure,
secret doors. Slightly weighted tables favored some results over others, but
not by much. The system seemed more attuned to taking into account every possibility
within the dungeon layout and offering an unbiased result, giving almost every
option the same chance of occurrence.
Amid all the
twisting corridors and intersections my intrepid heroes came upon seven rooms,
four empty ones and three containing monsters. For the solitaire play -- and in
chronicling the adventure writing as one of the heroes -- empty rooms proved
extremely boring. I found myself wishing I had some means of determining any
descriptive features about the chambers just to liven things up and give some
clue about their past use and the dungeon’s origins. Despite the tables for
traps and treasure, the heroes didn’t encounter any. The random monsters they confronted
had no theme to them other than “Level 1” and, typical for this kind of
exercise, there seemed no rationale for them being there other than excuses I
created for the adventure diary chronicle: obviously bandits were probably
looting the dungeon like the heroes and the cave mantids made a nest in one of
the chambers, but why kobolds were hiding behind an illusionary wall in one
room is beyond me.
What also
occurred to me as I tired of this exercise was the lack of any meaningful
conclusion. My heroes simply reached a point where they’d had enough and
back-tracked their way to the dungeon entrance. Assuming they returned to the
nearest town to tend their wounds and cash in their treasure, they had little
compelling reason to return to their subterranean explorations other than the
promise of haphazard carnage and loot.
No-Frills Simplicity
The
no-frills dungeon generator promised a far more simplified method than the
Gygaxian model: roll 1d12 and consult the table. The 12 possible results
included an even distribution for various corridor types and three kinds of
rooms, those with monsters, traps, and the infamous ones with nothing at all.
Asterisked notes included intuitive methods for determining corridor length,
chamber size, and the number of doors in a room (though I modified these from
1d10 rolls to 1d6 rolls). .
My heroes
began their delve and started exploring the catacombs with far more ease than
navigating the numerous Gygaxian dungeon-generation tables. The results seemed
more interesting, too; of four rooms they discovered, two held monsters and two
traps…no empty rooms in this dungeon. That’s as far as they got because the
presence of more traps wore down the party. Traps appear in locations (rooms or
corridors) one time in six, with monsters appearing one time in twelve. The
dungeon also remained void of any kind of thematic rationale aside from the
fact that the bandits were probably looting the place, too, and the giant
centipedes had nested in another chamber.
Between the
two random dungeon generation systems, though, I liked the no-frills one over
the more complex and time-consuming Gygaxian method. The no-frills system
benefitted from both brevity and a better presentation, with each result
illustrated by a mini-map geomorph depicting the dungeon feature. But it
highlighted the need for separate tables for corridors and rooms as well as the
variability of having even slightly weighted tables. Both systems -- one
possibly the first in the adventure gaming hobby, the other a recent refinement
-- left me feeling somewhat unsatisfied. Yes, they both certainly challenged me
as a player to use character resources and specialties to overcome adversaries
and survive traps, but they lacked even the most basic contextual story
elements.
Themed & Skewed
Although I
actually achieved my original mission of playtesting the rules and characters
in the context of a solitaire random dungeon crawl, I can’t help but consider
how to craft a more fulfilling solitaire play experience in a relatively random
dungeon. I think adding both a basic theme and some skewed (or escalating)
results might help add more intriguing narrative elements to elevate the
experience beyond a completely random hack-and-slash delve. I’m envisioning a
quick setting paragraph to put the dungeon entrance and its theme in context,
followed by tables to generate corridors and chambers (favoring some results
over others). I’d include a monster encounter table customized to the theme
(vermin, goblins, magical creatures, etc.) incorporating an escalating mechanic
to push future rolls up the spectrum toward a “boss” monster. It’s something
I’ll think about as a possible solitaire random dungeon generation system when
I next feel the need to explore some new game design territory.
My ultimate
lesson learned concerns the nature of random dungeon generation as discovered
by the necessity of gradually revealed solo play. Dungeon delves -- while the
primal form of adventuring in the hobby -- remain a limited form, more so in
the random dungeon generation style used for solitaire play. More involved
campaign play, balancing wilderness, town, and dungeon encounters, offers more
possibilities for a richer solitaire experience and hence more interesting
narrative possibilities for chronicles recording adventures.
Next time I
need a break and feel the need to test my Basic
Fantasy Heroes rules in a more varied narrative setting, I’ll grab my sets
of Rory’s Story Cubes (regular and Voyages) and send my characters through the
paces of John Fiore’s The 9Qs Solo RPG Engine.
As always, I
encourage constructive feedback and civilized discussion. Share a link to this
blog entry on Google+ and tag me (+Peter Schweighofer) to comment.