Thursday, February 13, 2014

Hub and State Generation (Random Dungeon Generation)

Random Dungeon Generation is an old stand-by in the bag of tricks for the DM, it gets the job done but is often haphazard and unfocused due to the random nature (no surprise there). One method of reducing the haphazard nature of random generation I've been playing with is creating Hubs to define sections (or even entire levels of a dungeon).

A Hub as applied here is a general focus for the use/purpose of a dungeon area. Generating the dungeon at this level of abstraction requires determination of the general state of the hub itself as it will filter down into more specific details later. Even at this level of abstraction figuring out what to do with a Hub and it's State gets my DM juices flowing.



Dungeon Hub Type and General State



Die Roll
Dungeon Hub
General State of Hub
2-3
4-6
7-9
10-11
12
1-7
Wilderness
Abandoned
Breeding Ground
Beast
Vermin
Faction
8-14
Catacombs/Tombs
Abandoned
Active
Looted
Faction
Sealed
15-21
Temple
Abandoned
Faction
Active
Looted
Sealed
22-28
Mine
Sealed
Active
Abandoned
Faction
Breeding Ground
29-35
Fortress
Abandoned
Faction
Faction
Active
Beast
36-41
Prison
Abandoned
Faction
Active
Active
Sealed
42-47
Sewers
Abandoned
Active
Active
Breeding G.
Faction
48-53
Cache
Active
Abandoned
Looted
Faction
Sealed
54-59
Settlement
Abandoned
Active
Active
Faction
Vermin
60-65
Monastery
Abandoned
Active
Faction
Sealed
Beast
66-71
Factory/Forge
Looted
Abandoned
Active
Sealed
Vermin
72-76
Garden/Farm
Beast
Active
Abandoned
Breeding G.
Faction
77-80
Bazaar
Abandoned
Active
Active
Faction
Abandoned
81-83
Museum/menagerie
Looted
Active
Abandoned
Faction
Sealed
84-86
Asylum/Hospital
Sealed
Active
Abandoned
Faction
Beast
87-89
Maze
Sealed
Beast
Abandoned
Abandoned
Active
90-92
Palace
Abandoned
Looted
Faction
Active
Beast
93-95
Hideout
Sealed
Faction
Faction
Abandoned
Vermin
96-98
Occult
Abandoned
Faction
Active
Beast
Sealed
99-100
Nexus
Abandoned
Faction
Sealed
Beast
Breeding Ground

Hub Types: 
Wilderness- Grotto, caverns, subterranean waterways

Catacombs/Tombs- burial grouns, crypts,tombs, etc…

Temple- a holy place for observation, practice and rites of a faith

Mine- may or may not still be producing.

Fortress- a stronghold run by a race, nationality, or faction Prison- a confinement facility usually for criminals and undesirables

Sewers- canals and waster removal

Cache- vaults, storerooms, and warehouses

Settlement- a town or colony

Monastery- a retreat/sanctuary/school run by and for a religious group

Factory/Forge- industry

Garden/Farm- dark garden, fungus garden, factory-farm, glow garden

Bazaar- a marketplace, trading post, goblin market

Museum/menagerie- historical museum, mortuary museum, art gallery, or zoo

Asylum/Hospital- a medical facility, vacation spot, or sanctuary

Maze- a labyrinth, a warren, insect colony tunnels, root hedge

Palace- a residence for a noble, royal, or one posing to such importance

Hideout- thieves den, adventurers camp, smugglers den, bandit camp

Occult – Magical Conclave, Wizard’s Manse, Wizard’s School

Nexus- elemental Intrusion, dimensional vortex, gateway to hell


Description of States:
Active- currently in use (most likely for intended purpose) no one faction dominates the hub. Lots of traffic.

Faction- currently in use (may be repurposed) one faction controls the hub. Traffic will be monitored and controlled by the faction.

Abandoned- no longer being used for original purpose. Traps may remain. Traffic is low.

Sealed- Secured against trespass. Traps likely.

Vermin- overrun and environment corrupted by presence of vermin, Few active traps, traffic moderate (except for vermin).

Beast- Hub is dominated by a large and powerful beast/monster/demon (or a notable population). Few traps present unless the beast somehow makes use of them. Traffic will be low if presence of beast(s)is known.

Looted- The area has been over run and looted in the past. Mostly abandoned. Construction damaged. Few traps remain set. Traffic will be low.

Breeding Ground- This area is dominated by a very large population of beast/vermin/monsters of a one type or a couple inter-dependent populations. Traffic may be high but of course dominated by resident population breeding here. Few traps will be present unless used by intelligent types trying to control or prey upon the breeding population.

On a future post I'll cover a basic idea for the next level of detail: Dungeon Suites. 

2 comments:

  1. I like how this is shaping up. The Hub/State descriptors feel very sci-fi to me, rather than fantasy, but that's just me.

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    Replies
    1. I wrestled with alternatives for a while but Hub stuck because it relates to organization and importance of relative location.
      A sci-fi dungeon is also not outside the realm of possibility for me either even if i'm writing to a more generic fantasy campaign here.

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