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FtA!GN! Released!

Started by flyingmice, September 18, 2008, 10:35:37 AM

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RPGPundit

Holy fuck, I'd missed this thread altogether.  I actually had no idea that my book was already out.  

RPGPundit
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Skyrock

Meanwhile, due to my day job, the review didn't really progress... But next week-end is convention time, where I can hopefully playtest some bits of which I'm yet uncertain in my evaluation.

I especially hope that I can talk the one or another player into playing a Drake, which according to my reading will either turn out as a shallow jack-of-all-trades without a real home turf in combat, spellcasting or rogue stuff, a walking WMD with his breath attack, or hopefully something in-between that is quite different to other races but yet comparable in overall power level.
And I also hope that adventure location on one of the Pirate Islands south of Diablo's Point gives me an excuse to consult the random caravan tables. Meanwhile, the random terrain tables already proved quite handy in doodling a wilderness map for the area:
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Abrojo

#17
Let me know if some review pops up somewhere that includes a description of more or less how the map generation works, no need for specifics just basically how the system works. I have some free time and if it isnt overcomplicated i might give a try to make a random generator for PC.
 

Skyrock

#18
When I finally get around to type down my review, there probably won't be enough info to retro-engineer the random terrain sub-system - I have to review a 300-page-book with very diverse content, and if I want to reach a review length that's yet read by anyone, I'll need a broad stroke.


But to give a broad description now:
Generally, you roll up terrain on a 2d6-chart. From there on, you go from hex to hex and determine deviation from the previous hex, occassianally doing a completely new roll on the 2d6-chart when the dice indicate a heavy deviation.
After you have so the base of your wilderness, you can roll for each hex on the expanded encounter table to find out if there's stuff as mystical sites, old burial grounds, roads, castle ruins etc.

It should be noted that there's yet some need for human decision, like the direction in that hexes are filled out, so a computer program would need some additional rules and directions to use the sub-system on its own.

It should also be pointed out that the bell-shaped curve of the 2d6-chart leads to some minor issues - for instance, ocean and ice land lie at the very ends of the chart, so it's highly unlikely to roll them up at some point, and there's a very heavy emphasis on the moderate climates around entry 7.
There's only so much ocean on my linked map because I rolled it up at some point and then decided to turn my wilderness into an island, only rolling to see how far the water extends from the first ocean hex, and then filling in the land from the inside.
If done on a computer where we don't have to care for the rules of the platonic solid, it would probably work better (in the sense of more diverse results) with 1d11+1. On the table, maybe by dismissing the mixed terrain of forested hills (which work like forest or hills at the GMs discretion) and then rolling 1d10 instead of 2d6.
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Abrojo

Thank you Skyrock.
Regarding the dice rolls 2d6 vs 1d11+1 it can be easily done as an optional which one to use.
And yeah, a computer has to use certain assumptions like in which order to generate but it shouldnt have a negative impact on the generation itself.
Regarding choosing something along the lines of weighted options could be done with the user having the option of choosing predetermined value sets. Example: continental, large islands, lots of small islands, etc. Very much like the generator in Civilization 4.