A dungeon in a deck of cards

Cards are cool and fun, and they offer a lot of texture to randomization, a card has a symbol, a value, if you use tarot deck you even have the major arcanas that can add a layer of interpretation. So why not try to use them to generate a dungeon on the fly.


Here is a small method I designed a while ago, it is not perfect and may require more playtesting, but it was fun to toy around the idea. For this generator, I will be using a standard 52 card deck but treat the kings, queen and jacks as trump cards using the following list (you could also use a tarot):

Jack of ♣ - The trickster : Something/someone is not as it seems
Jack of ♥ - The chalice : Something fallen from grace, not used at his full potential
Jack of ♦ - The beacon : Something noticeable, a figure of hope
Jack of ♠ - The traveler : A new lead, potential, possibility for a new beginning
Queen of ♣ - Thread of fate : Something already known or encountered
Queen of ♥ - Temptation : Something that evokes dread or desire
Queen of ♦ - The congregation : Something created from and for the common good.
Queen of ♠ - The archivist : Something with another/better perspective, Isolation
King of ♣ - Death : The end of something or a cycle
King of ♥ - Madness : Corrupting power, malice and evil intentions
King of ♦ - Judgement : Karma, something that has been done finds its consequences
King of ♠ - The dream : Something important, relevant to the plot

For the dungeon generation use the following procedure : For each room, draw four cards, keep the figures apparts (and use the list described above to add context to the room). Count the number of each symbols on the remaining cards and look at the following tables :

1-STATE OF THE ROOM

Number of

Meaning

0

In perfect shape, compared to the rest of the dungeon,

maybe a bit dusty but no apparent damages.

1

Used and worn, some walls getting tired and pillars

showing signs of age. Still practicable,

a standard for the dungeon.

2

Signs of damage and age, more cavities compared to

the rest of the dungeon. Potentially dangerous,

depending on the state of the rest of the structure.

3

On the brink of a disaster, probably condemned for a

civilized dungeon, apparent risks otherwise

(or natural elements breaking in).

4

Desolated and crumbled, hard to recognize anything.

Probably collapsed, or at least impracticable.


2-PURPOSE OF THE ROOM

Number of

Meaning

0

No sign of commodities, either a passage or a currently

purposeless room. (lower chances of encounter)

1

Common room, either a guard post, a hall, place of

meeting or frequent passages.

2

Important place where a lot of time is spent. Either a

place of rest or feast. (probable encounter)

3

Fancy place with strange or uncommon features, a library,

garden or something unusual. (probable encounter)

4

The centerpiece of a dungeon/habitation, serves as a hub

or a really important display place. Probably more

important than anything expected from the outside.

(high chances of encounter)


3-STRUCTURE OF THE ROOM

Number of

Meaning

0

Simple and plain, no fancy passages or shapes. In accordance

with the outside appearance of the dungeon.

(-1 exit, minimum 1)

1

Elongation or surelevation. Some little oddities that are

expected in a habitation, cave or fortress.

Not completely square/round.

2

Complex room with more connection and probably

surrelevation. (+1 exit)

3

Unusual architectural piece, probably connects multiple

levels, serves as a connexion point. (+2 exits)

4

Cumbersome and strange, with seemingly purposeless

architecture. Connecting multiple levels or at least

playing with the architecture. (+1d6 exits)


4-ATMOSPHERE OF THE ROOM

Number of

Meaning

0

A bit odd, gloomier or quieter than usual.

1

Nothing of note, ordinary.

2

Peculiar, some distinctly unusual features catching attention.

3

Strange and beautiful, potentially macabre but definitely impacting.

4

Magnificent, evoke awe and wonders


Once this is done, determine the size of the room, using the smallest number on the card drawn (if there is at least one non figure card). Depending on the intended size of the dungeon, you can multiply the values obtained:

1: Small dead end, 1 exit

2-3:  Medium, 2 exits

4-5: Larger than usual, 3 exits

6-8 Large and impressive room, 4 exits 

10+: Huge and high, 5 exits

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