The Terrain Randomizer
The Terrain Randomizer
Terrain
Randomizer
Inspirations 1
Glossary 2
Inspirations
The Loca�on Cra�er, The Creature Cra�er and The Adventure
Cra�er, by Word Mill Games.
Soulbound, by Cubicle 7.
1
Glossary
• Area: the whole physical space in which the encounter is
happening. Can be divided in Zones.
2
The Zone Generator
This is an outline of the Zone Generator process:
5.1. Per Zone, roll 2/3/4 d6 (one color per Zone), according
to their Size, to get a drop die map of the geographical
disposi�on of Zones.
5.2. (Op�onal) Assign Eleva�on to each Zone based on
dice result (either one value per Zone or one per die).
5.3. Assign descriptor to each Zone.
5.4. (Op�onal) Draw map.
On the following pages, we’ll go over each step in detail, as
well as some real examples of Areas generated using this
method.
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1. Area Size & 2. Number of Zones
Decide if the Area in which the encounter is happening would
be described as Small, Medium or Large. This decision will
only affect the number of Zones to generate.
4. Elevation
Thinking about encounters in 2D is a too common flaw we all
do when planning them. This step overcomes that, by
assigning an Eleva�on value to each Zone. If you want to use
it, for now, just decide (or roll) how many Eleva�on levels
there will be in the Area: 2 or 3.
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normal movement is impossible, but a turn can be spent
climbing up or down. If you use addi�onal Eleva�on levels,
add one addi�onal turn per addi�onal Eleva�on difference
(so, moving between Zones with 3 levels of difference would
require 2 turns of climbing).
Then, take a dice roller and roll your dice together. With a
pencil, encircle the space covered by each group, which will
be the space occupied by each Zone.
6. Assign Descriptors
Lastly, we need to bring some life to the Zones you just
created. We know their physical distribu�on and their
Eleva�on, but not what they actually represent in game. We
will now generate some brief descrip�ons about each one,
that will allow us to paint a cohesive and flavourful image of
the Area in our minds. To do so we’ll employ generic
descrip�on random tables. Everyone will have their own
favourite ones, but here are some you can use if you don’t
have yours yet:
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• Mythic Game Master Emulator’s Descrip�on tables.
• h�ps://www.randomlists.com/random-adverbs
• h�ps://www.randomlists.com/random-adjec�ves
6
Zone Generation Example
Vesna the Brave, a young warrior from the village of Whitebridge,
has run inside the mysterious forested hills, in search of Inula, his
companion, and the insectoid beast that took her. A�er running
through the ruins of an ancient village, following the tracks of silk
le� by the monster, he ends up in a wide passage, surrounded by
caves, under a thick canopy. As he runs along the southern
mount, he sees, coming out of a nearby cave, the mouth of a
large grey wolf, protec�ng its cubs. With a snarl, it jumps at him!
Decide Area Size & roll for number of Zones: Medium, 1d4
Zones = 3 Zones.
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Our result here makes it easy to encircle the Zones.
Some�mes, specially when rolling with lots of dice, you will
get confusing results, like overlapping Zones and stray dice. If
this happens, it helps to establish a “dominant” Zone,
normally the largest one, which will be the basis on which to
add the rest. I will take the red Zone as the dominant one.
Our map now looks like this:
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Thinking about the game, Vesna was running through a
path… the black dice Zone seems perfect for that. We also
have a smaller Zone in the middle, which we don’t know
about yet, but the red Zone could be the thicker forest area,
with the wolf coming from the right side of the map. Vesna
could see it as he climbs to the small Zone, around the
topmost blue dice. With this in mind, we already have a good
idea about our Area, but we s�ll need to assign descriptors,
to get finer details. I will use my preferred method to do so,
Mythic’s Descrip�on Table:
Red Zone: Busily Aroma�c: The forest is dense here, with thick
trees and flowery vines around them. Figh�ng and moving
through here would be hard. And I wouldn’t get too close to the
vines either…
Black Zone: Mockingly So�: while the path itself is rela�vely easy
to traverse, climbing to the other Zones is surprisingly hard, as
the ground here is so� and slippery.
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A Simplified Version
The Zone Generator is a dedicated process, usable on the
fly but not fast enough to be applied to every dungeon’s
room. It’s meant for clima�c ba�les, intense scenes and
high points of your adventures. But what if you want to
use it in mundane combats? In those cases, it may not be
worth it to invest several minutes to create a detailed
Area. Here is a simpler way of genera�ng a tac�cal map:
2. Sum the numbers per Zone to get its size and use their
posi�on to define the map.
2. Per Decora�on:
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Decide or Roll Number of Decorations
There is no hard rule for how many Decora�ons to use, it will
be based on your preferences and mental workload: if you’re
running a combat with tens of par�cipants, don’t add six
Decora�ons unless you know what you’re doing. On the
contrary, if you’re running a duel between your PC and an
important villain, a good number of them can spice up the
tac�cal and narra�ve op�ons. So, you have two op�ons,
either decide how many Decora�ons you will use or, if you
like randomness (as we all do), you can roll for them
depending on the level of complexity you want: simple (1d2),
medium (1d4) or complex (1d6).
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All three are fleshed out in more detail using the Decora�on
Defini�on tables at the end of this sec�on. While some
results may end up being nonsensical (a global block wouldn’t
allow anyone to move), feel free to disregard them, but don’t
do it too quickly: they can be interes�ng sources of surprise
in your games (why can’t anybody move? Is there an ac�ve
spell here? Can we disable it?)
Generate a descrip�on
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Potency Table Distrac�on Subtype Table
Temporality Table
14
1d10 Temporality Special Hazard
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Terrain Decoration Example
Let’s take the example we used for the Zone Genera�on. We
had three Zones:
Red Zone: Busily Aroma�c: The forest is dense here, with thick
trees and flowery vines around them. Figh�ng and moving
through here would be hard. And I wouldn’t get too close to the
vines either…
Black Zone: Mockingly So�: while the path itself is rela�vely easy
to traverse, climbing to the other Zones is surprisingly hard, as
the ground here is so� and slippery.
Since I’m quite happy with the results already, I’ll just add two
Decora�ons, as I want addi�onal tac�cal op�ons.
Distrac�on
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Hazard
Even though they are in the same Zone, they’re not the same
Decora�on, so, let’s split their loca�on: the Distrac�on is an
ornate net, next to the ro�en corpse of a poor adventurer
that, based on its looks, tried to capture the wolf without
much success. It’s inside the cave, so Vesna would have to
distract it to access it. On the other side of the area, ge�ng
inside the forest, the Hazard is a large group of thorny vines.
They don’t look dense enough to limit moving through the
Zone, but they would possibly damage anybody that tried
doing so without thick armor. If we were using miniatures, we
would draw a large circle at the western part of the tac�cal
map to label it as a Hazard.
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