Monday, September 21, 2009

Randomly written story

Some undetermined length of time ago, in some undetermined place, some undetermined entity did some undetermined thing which ended up creating a dungeon.

Generating a story out of nothing is something that is easy to do at a most base level, but very difficult to do at a complex level that the player is likely to care about. Anyone can throw together a random plot generator with a few set paameters. After all, attacked the king, and fled into the . That makes a compelling story, right?

On the king's corination two years ago, your father built a great vast dungeon. The dungeon was built on the other side of the river, to keep for himself the alchemists stone. Unfortunately, for him, your evil twin located the dungeon, just yesterday.

With more variables, like my opening line, you can wind up with some interesting permutations of plot. But what does the player care if it's not going to affect the game? You could add in random snippets of plot and paste them all together, perhaps even generating a great fantastic tale. But the player is there to play a game, not to read a book. If they skip the story sections will it affect the gamepla any? It should, if only in little ways.

Long before you were born, a long ago king built a great vast dungeon. The dungeon was built just over the mountains, to seal away a terrible evil. Unfortunately, for them, a disloyal knight located the dungeon, just A few days ago.

Obviously, the villian I noted has to show up somewhere in the dungeon. How long ago determines how deep in the dungeon he should be. The builders of the dungeon should affect what the dungeon looks like, archetecture wise. How old the dungeon itself is should affect what sort of monsters have moved in. Newer dungeons should have less of a veriety of monsters than an older one that's had time for different monsters to move in and out, lock more doors and so on. And most importantly - the purpose for the dungeon should be what gets discovered on the last floor.

A few months ago, a lost civilization built a great vast dungeon. The dungeon was built not far from the castle, to seal away the fountain of youth. Unfortunately, for them, a murderer from a thousand years in the future located the dungeon, just as you are reading this.

Furthermore, each important randomly generated aspect of the dungeon should have *things* in the dungeon to relate to. Crumbling rooms for old dungeons versus unfinished ones for really new ones. Alchemical labratories show up in a dungeon designed to hold the alchemists stone. Magic circles show up in dungeons holding back a terrible evil. You get the idea.

Some short time ago, an evil DM wrote an article on randomly generating stories. The article was posted on a blogging site to open it to the public. Fortunately for you, you just read this article.

1 comment:

  1. You are <[profession] related to [thing]> hired by <patron> to retrieve <[thing] related to [profession]> from <place> within <time period> for <reason>.

    New campaign idea that might work... just need to find people and time to implement it.

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