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> Oh, btw- procedural, or rather random, generation was with TTRPGs from the start. If I understand correctly, the first edition D&D books had random tables for
by setr 4y ago
> Oh, btw- procedural, or rather random, generation was with TTRPGs from the start. If I understand correctly, the first edition D&D books had random tables for wandering monster encounters and probably other such random tables also. So, I don't know, maybe the procedural generation is also something that CRPG Roguelikes took from TTRPGs...?
I was thinking more along the lines of world gen, but I suppose at the end of the day it’s mostly implemented as more lookup tables with some noise in-between. In which case, it truly has gone full circle
> I'm not critical of this style of play but I sure don't find the bookkeeping fun! It makes sense to do it with a computer, but in a physical game, it's a limitation to enjoyment that needs to be addressed. And I've sure tried to do that in Nests & Insects.
Fully agreed. ADnD games I’ve played are much more in the “wing it” nature of combat; GM decides difficulty of the convoluted act you’ve described, and you roll… modern DnD has tried to manage the problem of the poor GM doing poor arbitration by standardizing values across the board, by paying the severe cost of enormous amounts of book-keeping. Ultimately if you assume a fair & competent judge, you only need the rough guidelines for effective play.
Roguelikes are also a little awkward to take example from as well because they’ve removed the “party” element of the TTRPG, and associated mechanics that actually force specialization and party inter-action, but it looks like you’ve reintroduced that appropriately.
- YeGoblynQueenne 4y agoOh, right, that's true about the party. I somehow forgot about that- thanks for reminding me. Roguelikes are by default solo, aren't they? In fact, just today I went and corrected the rulebook and the repo README to say that Nests & Insects is a game for _2_ to 7 players, not "1 to 7" as I had it before. There's no explicit solo mode. >> In which case, it truly has gone full circle It sure has! Not just with my game. I'm noticing more and more TTRPGs (particularly OSR ones) with a substantial element of procedural generation. And there's a whole bunch of gaming supplemenst that are literally just tables of randomly generated items, characters, names, locations, monsters... I think I even saw one book of randomly generated dungeon decorations? Like architectural elements, that sort of thing. Well, I'm certainly trying to abstract and simplify the procedural generation as much as possible. It can easily become just another tedious exercise in bookkeeping.