I’ve been working. It’s what I do.

Lately I’ve been working on a generation process to produce content-laden regions akin to the Cyrodiil or Skyrim of their respective titles.

It kind of started with those Catan projects I ran ages ago:
Chieftains of Catan
Magic the Catan Risk
Elder Sign and Catan Horror
Dungeons of Catan Horror

There’s actually a whole series of stuff to do with game setup and stuff that didn’t quite make it to the “codified rule set” phase of development.
(Find under Catanese Horror category.)

So a region has scores. The first is Settlements.

Settlements will reflect the “carrying capacity” of a region — the maximum number of settlements that can be sustained by the environment, using similar encumbrance rules as borrowed from Stars Without Number:

– Major settlements equal to one-half the Settlement score.
– Minor settlements equal to the Settlement score.

What’s the difference between a Major and Minor settlement? A couple of things actually. Walls, for one. A temple, for another. And a secular power for a patron (one of the ten Masks). Minor settlements lack one or more of these elements.

A region also has Weather, Climate, and Terrain scores.

Weather determines average rainfall, and that means vegetation. Where a high score results in a dense forest, a low score results in a desert.

Climate determines longitude, but more of a “proximity to equator” sort. A high score results in a rain forest-y, tropical region, where a low score results in a tundra. The ideal scores are actually in the middle, where you can get either Northern Europe or the Mediterranean. (Boreal or Temperate, respectively.)

Terrain determines elevation, with the highest result producing valleys and the lowest result producing mountains. Average results are hills and plains.

You could say that this system is geared toward producing more habitable environments, and you’d be correct. Average rolls in these scores will result in flat, temperate grasslands and cool, hilly marshes. Places where people live.

I’m still working with the other two scores to negotiate some useful values. Sure, you technically have the most important bits already: temperature, vegetation, topography, and civilization; but there are other important bits too.

One score I’ve been kicking around is “Resources,” to reflect how abundant natural resources are — regions which are highly civilized but which lack natural resources will probably have high intrinsic value, being cultural or spiritual centers. Or they’ll be centers of trade, that sort of thing.

Another score I’ve been kicking around is “Wildness,” which would reflect the raw power of the monster population. My main issue with implementing this score is that dungeons must be a given. That’s “part two” of this post.

Having a “monster score” would run contrary to my intent for dungeons to be an inherent value. So, what is this “Part Two” you ask?

It’s about mapping this region, and filling it with points of interest.