Dungeon seed generator

21 November, 2008 at 11:18 pm (game mastering) (, , , , , )

I decided to create something that gives me ideas for dungeons, as, for me, having no creative limits means not getting anything done. Abulafia is the natural place for such creations. So, hereby I present the dungeon seed generator: http://random-generator.com/index.php?title=Dungeon_seed

It is supposed to generate enough information to build a small dungeon, or a possibly partial level of a megadungeon, around. To get a new set of seeds, refresh the page or click “article” just above the “Dungeon seed” text.

The generator is currently functional, though not as good as it should be. Particularly the layout seeds are weak. If anyone has good ideas to offer, post them here or modify the generator itself (it is a wiki, basic syntax can be used via copy-pasting). (I deserve the right to move particularly fantastic items of layout or otherwise to the wonders portion.)

I’d like to thank Phased weasel for suggesting that the lowest part of the generator only provide a single entry, not several.

As a bonus for any who have read this far, there is another generator that you might want to use if players characters leave a dungeon, especially for a longer period of time. (1 entry for an absence of a day, 2 entries for week, 3 for month.) The generator is a bit more boring than the (hopefully) evocative dungeon seed generator; it assumes a complete dungeon and makes it potentially more interesting to revisit. Also: It is not a substitute for the dungeon and residents thereof responding to adventurers, only an add-on. Link: http://random-generator.com/index.php?title=Dynamic_dungeon

5 Comments

  1. d7 said,

    Very nice! I think I will get quite a bit of use out of this. I seem to be having a particularly hard time changing my established dungeon-building habits and this will go a long way to breaking out of that rut.

  2. the_blunderbuss said,

    You know I’m all for this random generators, they’re a great asset to use when building your fiction (in this case your setting.) Also, I believe you nailed what I was trying to go for (a while back) with my articles on character and item creation with this line…

    (…)having no creative limits means not getting anything done.

    I agree, the setting of those limits is a high priority for me. And the good side is that the ‘value’ (if you wish, the quality) is not (usually) determined by such limits. Short answer (exam today.)

    Talk to you soon Tommi,
    Fred.

  3. Tommi said,

    Hello d7.

    Thanks, hopefully the generator is of use.

    Hello Fred.

    And the good side is that the ‘value’ (if you wish, the quality) is not (usually) determined by such limits.

    Would you like to elaborate on this subject? I’m guessing you mean that the quality of the inspired piece of work is not limited by the quality of the inspiring object.

  4. the_blunderbuss said,

    Alright… after like an eternity, I’ll try to add a bit more to my statement.

    What I meant was that the tools of genre, aesthetics and style are flexible enough to work almost any element in, in a proper and interesting manner. In fact I believe that in most situations it is the relationship woven between the elements rather than the elements itself, that create what I abstractly called ‘value’ of the fiction.

    However, a lot of times when in creative endeavors we struggle to find just the right thing, or the coolest plot device, or the most badass nemesis and so forth. I’ve found that setting clear elements, without worrying about they value per se, is a great tool in defusing the initial anxiety and also works as a very concrete anchor to start off.

    Which is to say that if I’m trying to write an epic fantasy story, I might start of saying something like: a disgusted clown, a bald princess and a cart made of gold. While all that sounds kitsch and over the top for the genre, as soon as you choose some elements you are burning symbolic bridges and start to get a clearer picture in your head. You start thinking about how can you squeeze these elements for all they’re worth and, trust me, you will get amazing results.

    This is what I was talking about in The Why Method and it is basically my swiss army knife of roleplaying. As simple as it is, it has given me really cool results. Of course random generators really help out in the task by providing a starting point.

    I hope the picture is a bit clearer.
    Fred.

  5. Tommi said,

    That does make it clear. That value of story is a function of the relations between elements is an interesting point; I’d also say that the relations between the people playing and the story elements are relevant. It would, for example, be hard to see dramatic value in something one considers simply hilarious.

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