Generic Dungeon Generator

Generic Dungeon Generator
Author: James Shipman
Publisher:
Total Pages: 36
Release: 2012-06-05
Genre:
ISBN: 9781477538401

Generic Dungeon Generator has been specially designed to create your own random Tunnels & Trolls dungeon, but it could be used for any Fantasy RPG. All you have to do is just follow the instructions at the end of each section to determine which table to consult next. After a few minutes, it should all become self-explanatory. As you design your dungeon, map it out. If you roll up something that doesn't fit the existing dungeon structure, you will have two options. You can either ignore the new result, or re-roll. Some items within require judgment calls; just come up with whatever strikes your fancy at the time. The creature encounters are based around an assumption that FOUR 1st-level characters will be delving into the dungeon on the 1st level. If you have more or fewer characters, you will want to adjust the creature encounters appropriately. Also added to this book are two articles on writing and creating your own solos and a bonus short story about a Troll.

The Lazy Dungeon Master

The Lazy Dungeon Master
Author: Michael Shea
Publisher:
Total Pages: 68
Release: 2019-06-14
Genre:
ISBN: 9781073741113

You love Dungeons and Dragons. As an experienced dungeon master you've run dozens, if not hundreds of games. You put a lot of work into making your games great. What if there's another way to look at how you prepare your game? What if it turned out you could spend less time, less energy, and have a better game as a result?It's time to unleash the Lazy Dungeon Master.Written in the style of Sly Flourish's Dungeon Master Tips and Running Epic Tier D&D Games, The Lazy Dungeon Master shows a new approach to game preparation, one that takes less time and gives your game the freedom to grow at the table. This book will help dungeon master prepare awesome games for any version of D&D.Based on the real-world experiences of hundreds of dungeon masters and dozens of professional game designers, the Lazy Dungeon Master includes interviews with veteran D&D DMs and a complete toolkit to help you improvise an entire game.Whether you play 1st, 2nd, 3rd, 4th, Pathfinder, or the D&D Next playtest; The Lazy Dungeon Master has tips, techniques, and advice to make preparation easier and help you run a flexible and entertaining game.

The Oldskull Dungeon Generator - Level 1

The Oldskull Dungeon Generator - Level 1
Author: Kent David Kelly
Publisher: Createspace Independent Publishing Platform
Total Pages: 210
Release: 2018-09-07
Genre:
ISBN: 9781727165098

This supplement features an immense Gygaxian OSR random dungeon generator system, crammed into 83 pages. It's focused on empowering you to create the sprawling level 1 of any mega-dungeon, or any smaller dungeon set to challenge adventurers of experience levels 1 to 3. The challenge levels of the monsters, traps, tricks, and treasures all reflect that difficulty level. You can use this book to design any number of dungeons, and if your group is patient you can even use it during play. You will also find some experimental solitaire rules here, if you like to practice the dungeon crawling yourself! This book's systems interlock with the Classic Dungeon Design Guide series (CDDG1-3) as well as the Book of Dungeon Traps (BDT1) if you want to add more detail to any aspect of the design. The system is comprised of many branching D100 and D1000 tables. Sub-systems are provided to generate: [1] starting areas, [2] random doorways, [3] corridors, [4] dead ends, [5] level connectors (stairs etc.), [6] unusual level connectors (teleporters, slides, etc.), [7] monster lairs, [8] monster-guarded treasures, [9] room size and dimensions, [10] room exits, [11] unusual doors, [12] room contents (lair, trap, trick, etc.), [13] side passages, [14] traps, [15] tricks (a full 17-page system with millions of potential results), and [16] unguarded treasure hoards. At the end you'll find an Appendix with troubleshooting and solitaire advice, and a quick reference hyperlink section which will allow you to flip through the tables quickly. From Kent David Kelly and Wonderland Imprints, Only the Finest Works of Fantasy.

Procedural Content Generation in Games

Procedural Content Generation in Games
Author: Noor Shaker
Publisher: Springer
Total Pages: 247
Release: 2016-10-18
Genre: Computers
ISBN: 3319427164

This book presents the most up-to-date coverage of procedural content generation (PCG) for games, specifically the procedural generation of levels, landscapes, items, rules, quests, or other types of content. Each chapter explains an algorithm type or domain, including fractal methods, grammar-based methods, search-based and evolutionary methods, constraint-based methods, and narrative, terrain, and dungeon generation. The authors are active academic researchers and game developers, and the book is appropriate for undergraduate and graduate students of courses on games and creativity; game developers who want to learn new methods for content generation; and researchers in related areas of artificial intelligence and computational intelligence.

Dungeon Builder

Dungeon Builder
Author: Christopher Iben
Publisher:
Total Pages: 102
Release: 2020-09-12
Genre:
ISBN:

A Fast and Easy Dungeon Builder for Fantasy RPGs. The Dungeon Builder is a collection of 50 premade dungeon maps that can be filled with monsters, loot and any other objects needed in your campaign. Each dungeon comes with a grid map, a short description, and a page to write down dungeon details, monsters, points of interest and more. 50 premade dungeon maps. Can be adjusted to fit any level.

Mega Dungeon Maker

Mega Dungeon Maker
Author: Justin Sirois
Publisher:
Total Pages: 130
Release: 2019-02-08
Genre:
ISBN: 9781794591462

"Dungeon Dealer's decks [are] a quintessential supplement to tabletop roleplaying." Easy Roller Dice. Adapted from the Dungeon Dealer card decks for 5e and other systems. Create unlimited random dungeons with this easy to use book. Each page has a unique 5x5" dungeon tile that you can draw as well as D20 hallway sections to join tiles when you need to. Using the key, you choose the shape of the rooms (square, circle, pentagon, rectangle, or oval) or randomize it using 1D4. D20 larger chambers mix up the room size and open the map up for boss encounters. This open system allows you to add or subtract elements you might not need. This is a system-neutral map generator that will never make the same map twice. It uses the classic playing card deck "52 factorial" which is really a super sized "140 factorial" when you add all the variables inside the book + the variable orientation of the map sections + variable shape rooms. Didn't prep the night before? This is great for live map makingIf you're running a campaign and need a map on the fly, you can create rooms, hallways, and chambers as your party explores. If a PC enters a chamber and an enemy marker is facing them in the doorway, they have been surprised by that enemy. Pits can send PCs or NPCs down a level into a new randomly generated floor of the dungeon. As the Game Master, you will constantly be surprised by the outcomes.

Python Geospatial Development, Second Edition

Python Geospatial Development, Second Edition
Author: Erik Westra
Publisher: Packt Publishing Ltd
Total Pages: 772
Release: 2013-05-24
Genre: Computers
ISBN: 1782161538

This is a tutorial style book that will teach usage of Python tools for GIS using simple practical examples and then show you how to build a complete mapping application from scratch. The book assumes basic knowledge of Python. No knowledge of Open Source GIS is required.Experienced Python developers who want to learn about geospatial concepts, work with geospatial data, solve spatial problems, and build map-based applications.This book will be useful those who want to get up to speed with Open Source GIS in order to build GIS applications or integrate Geo-Spatial features into their existing applications.

Dungeon Tables

Dungeon Tables
Author: Steven Chabotte
Publisher: Independently Published
Total Pages: 112
Release: 2021-08-06
Genre:
ISBN:

Quickly build fascinating and immersive dungeons for your fantasy role playing game! One of the greatest memes in tabletop fantasy role playing games like Dungeons and Dragons, Pathfinder and many, many others that are played by millions every year is the dungeon crawl. No matter the game or group of players, the Game Master will soon be faced with bringing the adventurers to a dungeon to face a variety of nasty traps, fantastic treasures and deadly monsters. Dungeon Tables: The Game Master's Dungeon Builder Handbook is the definitive guide to creating and running dungeons in your role playing game. Combine bits and pieces from its 50+ tables and you will soon have a fully fleshed out immersive dungeon setting for your players to explore. From construction materials to treasures to interesting artifacts decorating the rooms and corridors to atmosphere, this guide has everything you could ever look for. Dungeon Tables is your opportunity to rapidly turn a blah dungeon setting into an exciting adventure for your players and a campaign that will be remembered long after the game has ended. Make your dungeon encounter be all it was meant to be. Dungeon Table offers all these tools to help you design your ultimate dungeon encounters quickly and easily: Over 100 pages of tables to help you design fascinating dungeon settings, complete with adventure seeds, traps, secret doors, decorations and much more - everything you need to make detailed immersive rooms and cooridors. Compatible with all tabletop fantasy role playing games Hundreds of detailed descriptions covering all aspects of dungeon look and feel. Dozens of quick build tables to generate a fascinating dungeon room, hallway or cavern space on the fly. And much more... What are you waiting for? Start designing your greatest dungeon encounter right now with Dungeon Tables. May all your adventures be grand!

Procedural Content Generation for Unity Game Development

Procedural Content Generation for Unity Game Development
Author: Ryan Watkins
Publisher: Packt Publishing Ltd
Total Pages: 260
Release: 2016-01-30
Genre: Computers
ISBN: 1785289675

Harness the power of procedural content generation to design unique games with Unity About This Book Learn the basics of PCG development Develop a 2D game from start to finish Explore all the different ways PCG can be applied in games Who This Book Is For This book is for Unity game developers, especially those who work on indie games. You should be familiar with Unity and C# scripting but you'll be able to jump in and start learning PCG straightaway. What You Will Learn Understand the theory of Procedural Content Generation Learn the uses of Pseudo Random Numbers Create reusable algorithm designs for PCG Evaluate the data structures for PCG Develop smaller games with larger amounts of content Generate content instead of spending time designing every minute detail Learn when and how to add PCG to your game Learn the fundamental techniques of PCG In Detail Procedural Content Generation is a process by which game content is developed using computer algorithms, rather than through the manual efforts of game developers. This book teaches readers how to develop algorithms for procedural generation that they can use in their own games. These concepts are put into practice using C# and Unity is used as the game development engine. This book provides the fundamentals of learning and continued learning using PCG. You'll discover the theory of PCG and the mighty Pseudo Random Number Generator. Random numbers such as die rolls and card drafting provide the chance factor that makes games fun and supplies spontaneity. This book also takes you through the full development of a 2D game. Starting with level generation, you'll learn how PCG can make the game environment for you. You'll move into item generation and learn the different techniques to procedurally create game items. Thereafter, you'll be guided through the more abstract PCG areas such as scaling difficulty to the player and even generating music! The book helps you set up systems within your games where algorithms create computationally generated levels, art assets, quests, stories, characters, and weapons; these can substantially reduce the burden of manually creating every aspect of the game. Finally, you'll get to try out your new PCG skills on 3D terrain generation. Style and approach An easy-to-follow, project-based guide that will let you build a complete game by the end of the book using PCG.

Dungeon Master's Guide II

Dungeon Master's Guide II
Author: Jesse Decker
Publisher:
Total Pages: 0
Release: 2005
Genre: Dungeons and Dragons (Game)
ISBN: 9780786936878

Building upon existing materials in the "Dungeon Master's Guide," this title was specifically designed to facilitate play, especially when the Dungeon Master has a limited amount of preparation time. Chapters include discussion on running a game, designing adventures, building and using prestige classes, and creating campaign settings.