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Frayed Knights - Dungeon Creation Rules

by Couchpotato, 2013-10-20 02:26:04

The Rampant Coyote has a new post about dungeon creation in Frayed Knights.

At one point, I decided to document the things that I thought made up the “secret sauce” (not much of a secret now, is it?) that I thought gave Frayed Knights its flavor. I also wanted to make a checklist for quality and help certain other people I’ve contracted to help make content for the game.  Then, because I’m lazy and I really think that some of the suggestions would be of value to other indies, I’ve modified the document somewhat and made them available as blog posts.

You can read the principles -  part 1 here, part 2 here,  part 3 here, part 4 here, part 5 here, and part 6 here.

The next three or four articles will switch gears into specifics. The principles were – in my fuzzy classification system – things to just bear in mind and ideals to strive for when making a dungeon. Many could be applied to other role-playing games. For the next three or four articles, we’re going to get into nitty-gritty details of actual, testable details… rules (or guidelines) that may be meant to be broken, but are still specifics that I’m trying to require where applicable in every adventuring area in the game.

As a little bit of background -In FK1, I divided dungeons into three “sizes” – mini, medium, and large. “Mini” was a dungeon of approximately 8 rooms or less, large was a dungeon with more than 20 rooms. “Room” is a really fuzzy term. But as examples:

1. The confectioner’s cottage, the rat farm, the tomb in the eastern wilderness, the ogre lair, and the mines in the eastern wilderness were all “mini” dungeons. If you played those areas, you know that while they were small, they could still represent a chunk of time and gameplay.

2. The Pit O’ Doom, Temple of Pokmor Xang, Order of Cryptus tower, etc. were medium-sized dungeons. I guess the minotaur maze was also more “medium-sized,” but the confusing geometry made it feel large.

3. Goblinville, the Hobgoblin Bunker, the main Tower of Almost Certain Death, Lizardman Lair were all “large” dungeons. Goblinville and the tower were pretty much a totally different category on their own, as they were *huge*.

Also – using the jargon of adventurers -you can read up on the different classifications of dungeons in the strategy guide, or right here.

So here we go – a few specific rules for Frayed Knights map creation!

Information about

Frayed Knights

SP/MP: Single-player
Setting: Fantasy
Genre: RPG
Platform: PC
Release: Released