Video Games, Procedural Generation, and Dungeons on the Fly!

Hey All,

I just wanted to share a top that is always on my mind, and one of the reasons I love the Genre we all share.

Procedural generation, random events, emergent stories, etc… For me is one of the most fascinating things about dungeon crawls compared to other games… How the system of little bits of paper can create memories, environments, stories, just by rules of arrangement.

Generating a dungeon is fascinating for me, given that I have a programming background, and use spreadsheets and algorithms as part of my work, I’m always thinking about the computational beauty of nature.

Warhammer quest, Advanced Heroquest, Dungeon Quest, Heroquest, 4 against darkness, d100 dungeon, 2d6 dungeon… they’ve all found different ways to generate environments on the fly.

I’m obsessed with this… I want to use this thread to talk about all of the most exciting ways video games and board games create environments.

What felt the most interesting to you? What was the most expedient?

I found Toby Lancaster’s 2d6 Dungeon one of the most elegant and fast ways to produce consistent environments that were shaped like dungeons.

The world of D&D has volumes of “map” creation material. Throwing dice on the table and drawing shapes around it. Rolling on random tables.

All I want to do is talk endlessly about this topic, about how to turn the physicality of paper into meaningful environments with as little effort, but the most excitement as possible.

What games do it best? Can we learn from video game procedural generation methods like Binary Space Partition, wave function collapse, cellular automata, to make better board games? How does environment create meaningful narrative? How do biomes connect?

Systems like goblin henchman’s hex flower do interesting things in making adjacent areas believably connected.

Forgive me for rambling! Chime in if you wish!

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My favorite procedurally generated boardgame dungeon crawl, is still Warhammer Quest 95. It just gets everything right. I like the quickness and intuitiveness of it. I do not like rolling on charts and flipping through books looking for charts. It ruins the immersion me.

As far as video games, my favorite is Wildermyth, and Stolen Realm is a very close second.

My dream would be to create a completely analog boardgame version of Wildermyth complete with papercraft standees and terrain. The challenge of creating a sleek system that handles relational growth between members of an adventuring party just compels me to no end.

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I also think that the random generation of the environment is probably one of the most interesting aspects of this kind of game. The hard part for me is, also being a programmer, I think in terms of applying algorithms and chaining workflows for generative mapping ideas, but that doesn’t easily map to an analog implementation.

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Warhammer quest 95 over heroquest with gmless systems?

Im with you on the immersion. Iv been wishing to not even fish for tiles, to somehow make the card draw be the map, with the rules, which is partially why i love how you organized some of your books.

Wildermyth!!

The only way iv thought of to streamline complex characters was have a deck of cards for each character that is added to throughout the game.

Each enemy, each event, has multi-use, the narrative/the personality effect.

Since cards can be rotated, normal playing cards can represent 4 different states when put into a deck when their orientation is maintained.

So imagine, an event happens, and depending on how the character responds to the event, the same card is added to their deck facing a certain way.

Just spitballing.

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Love to talk more about this. Dawned on me the other day that drawing through a deck until a card that matches the edge of another card is a primitive form of wave function collapse.

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Ever play darkest dungeon 2?

Wildermyth releases on consoles and Switch today.

The reason this game appeals to me so much is that it’s a procedurally generated rpg adventure where you manage a team of 3 characters and they develop interpersonal relationships with each other as the game progresses. They can have love, ambivalence, loyalty or even animosity toward each other.

Combat is tactical turned base.

The whole world is done in a papercraft style as if you’ve handmade everything yourself.

I highly recommend!

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Wildermyth is so damn charming. Great tech as well.

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Yep I plan on getting this today or this week at some point. Always love these kind of games.

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