I've got some free time coming up, and have been toying with the idea of building a campaign that is completely random, especially pertaining to dungeon stocking. Just completely sticking with the treasure tables could be an interesting exercise. Reading some blogs online about folks who played in Arneson's games left me feeling inspired.
Having treasure maps as magic items is the ingredient here that these disparate locations together. Plus, in addition to these maps, players can always catch rumors of specific legendary items located in different places (all randomly created, of course).
I really like the idea of random stocking when it comes to dungeons as well, where, I'd create a list of thematically appropriate creatures/NPCs for a dungeon level, then roll against that list whenever the dice indicate a monster. That's in addition to following the dice for adding traps, empty rooms, etc. I've also got a few different books for adventure design with random tables that would be employed to create content.
Maybe it goes without saying, this is essentially a sandbox, but one where the dice rule. Just wanted to throw this idea out there and see what you thought.
Campaign Idea - totally random
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BusterBluth
- Posts: 58
- Joined: Wed May 07, 2014 6:03 pm
Re: Campaign Idea - totally random
Some of the earlier modules I played certainly felt that way.
The idea was to prevent the players from cheating by reading the module, many rooms were left unpopulated and the GM had to roll on a table which would have something like 20 entries for 12 possible rooms.
Looking back, I think a bit of consistency is preferable, unless this is designed like an elaborate trap.
Let's say we're talking about a series of dungeons like what was under the original Greyhawk Castle. It's more fun if there is at least some constants on each level.
Let's say one level is a series of garden, caves or libraries, and there's a dominant monster or two on each level rather than a complete free for all. That doesn't mean the themes or monster themselves are not random...
For even more fun, add extra factions, odd recurring themes and competing adventurers.
The idea was to prevent the players from cheating by reading the module, many rooms were left unpopulated and the GM had to roll on a table which would have something like 20 entries for 12 possible rooms.
Looking back, I think a bit of consistency is preferable, unless this is designed like an elaborate trap.
Let's say we're talking about a series of dungeons like what was under the original Greyhawk Castle. It's more fun if there is at least some constants on each level.
Let's say one level is a series of garden, caves or libraries, and there's a dominant monster or two on each level rather than a complete free for all. That doesn't mean the themes or monster themselves are not random...
For even more fun, add extra factions, odd recurring themes and competing adventurers.
Re: Campaign Idea - totally random
The 1e AD&D DM Guide had a whole section on creating a dungeon based on random rolls. Not sure how it would work on the fly though..
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The Dragonclaw Barony
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