Tuesday, July 14, 2015

Dice Drop the Block



I usually run a very hasty and sketchily drawn city using the rules from Vornheim for sketching streets and then just generally hand-waving or rolling for individual buildings and the like as the players ask questions or as the scene dictates. However, a recent scenario had the Party preparing for an Italian Job style heist in the middle of a crowded district, so I wanted to figure out a way to somewhat quickly generate a few city blocks with terrain and maybe a few other doodads.

Here's what I came up with, two dice drops: the first to determine the buildings/streets, the second to figure out connections, feature and terrain. Larger dice lead to larger buildings and more varied terrain. I think it still needs work but maybe it'd be useful

First Drop - Buildings are centered on dice. For overlaps, assume tiered or wedding cake style buildings.
Dice size - Number of Stories
Dice number - Building Footprint
Draw streets in between buildings. Streets and alleyways can cut through buildings (arcades, passageways, etc) at your discretion.

Second Drop -
Dice number - Complications and Terrain Features (getting up, down and around)
1 - Bridge
2 - Balcony
3 - Stairs
4 - Ladder
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5 - Residence
6 - Residence
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7 - Shop
8 - Shop
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9 - Entrance to Sewers/Below
10 - Alleyway or (Secret) passage
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11 - Market
12 - Random Crowd
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13 - Elevator, pulleys or other instant conveyance from street to roof
14 - Courtyard/Garden
15 - Spire/Minaret (d6 stories taller than adjacent building)
16 - Pile of garbage/waste (sentient at your discretion)
17 - Thieves’ trap
18 - Police/Guards
19 - Fountain
20 - Special (flammable or explosive goods, something mechanically salient)