Alrighty! Time for the follow up for [b]Dungeons[/b]. If you'll remember, I might have mentioned how I'd want the door to stay open for players to incrementally add to the world beyond just their own characters and associated structures/businesses at base camp. That would include dungeons along with all the statistics involved. That's what's been at the back of my mind while deciding how to proceed. No guarantee that anyone will [i]want[/i] to go that far in the end, but it shouldn't hurt to explain everything anyway. Below, you will once again find the Dungeon Sample, but this time I went ahead and filled in all of its discoverable spaces, right down to the room space containing the "stairs", the exit of the floor. Before I go further, I'll say that I'm debating the highest number of rows that future dungeons can ever have to potentially work with. Ten rows for a 10x10 grid sounded cool and all, but I quickly felt that such a size might be too cumbersome to deal with, so expect the largest of maps to be half that size at most. Besides that, the aforementioned dungeon floor space limits should prevent absolute clusters like this (at least in the early stages) [list] [*][u]Active Cells (Highlighted Spaces)[/u] are for rooms where the player party is located. [*][u][color=black]█[/color] Black Full Blocks[/u] just mean a completely unknown and/or (currently) unreachable part of the map [*][u]█ White Full Blocks[/u] refer to open spaces, and one or more blocks alongside each other make an open room. [*][u]╬ Box Drawing Characters (Double Lines)[/u] are for pathways and corridors within a dungeon [*][u][color=Gray]█[/color] Gray Full Blocks[/u] are also unknown parts of the map, but ones reachable by players from adjacent spaces [*][u][color=orange]█[/color] Orange Full Blocks[/u] are like gray spaces but can only be entered when certain requirements are met (i.e. locked doors and obstacles) [*][u][color=ed1c24]█[/color] Red Full Blocks[/u] signify room spaces where the stairs of the current floor will be found [/list][hr] [hider=Dungeon Sample] [center][h2][u] Dungeon Sample [/u][/h2][/center][table=bordered][row][/row][row][cell] [center][h3]█[/h3][/center] [/cell][cell] [center][h3][color=black]█[/color][/h3][/center] [/cell][cell] [center][h3]╔[/h3][/center] [/cell][cell] [center][h3]═[/h3][/center] [/cell][cell] [center][h3]╗[/h3][/center] [/cell][cell] [center][h3][color=black]█[/color][/h3][/center] [/cell][cell] [center][h3]╔[/h3][/center] [/cell][cell] [center][h3]╗[/h3][/center] [/cell][cell] [center][h3][abbr=Stairs][color=ed1c24]█[/color][/abbr][/h3][/center] [/cell][cell] [center][h3]█[/h3][/center] [/cell][/row][row][cell] [center][h3]█[/h3][/center] [/cell][cell] [center][h3]═[/h3][/center] [/cell][cell=active] [center][h3]╬[/h3][/center] [/cell][cell] [center][h3]╦[/h3][/center] [/cell][cell] [center][h3]╩[/h3][/center] [/cell][cell] [center][h3]╗[/h3][/center] [/cell][cell] [center][h3]║[/h3][/center] [/cell][cell] [center][h3]╠[/h3][/center] [/cell][cell] [center][h3]█[/h3][/center] [/cell][cell] [center][h3]╣[/h3][/center] [/cell][/row][row][cell] [center][h3][color=black]█[/color][/h3][/center] [/cell][cell] [center][h3][color=orange]█[/color][/h3][/center] [/cell][cell] [center][h3]╝[/h3][/center] [/cell][cell] [center][h3]╚[/h3][/center] [/cell][cell] [center][h3]█[/h3][/center] [/cell][cell] [center][h3]█[/h3][/center] [/cell][cell] [center][h3]█[/h3][/center] [/cell][cell] [center][h3]╚[/h3][/center] [/cell][cell] [center][h3]═[/h3][/center] [/cell][cell] [center][h3]╝[/h3][/center] [/cell][/row][/table] [/hider] [hr]It became apparent very early on that I really can't stuff everything there is to know about each of a dungeon's spaces into their respective marker's abbreviated text. Now, I'm still going to use abbreviated text (because I have a problem), but once players reach a new space, there will also be additional information under the dungeon table itself. While the abbr. text on the space might wind up being some flavorful details about what the PC party observes about the space, the info below the table may include such things as environmental features, traps (typically series classics of the hidden sort), money/items in various levels of accessibility, and of course hostile pokémon endemic to the dungeon itself. There are more possibilities of course, and as mentioned, I'm eyeing simple online RNGs for certain probabilities. Hopefully you got a clear enough idea of what I'm aiming for with dungeons. Tis only the lack of stat tracking and dice rolls that's keeping this project from the tabletop section at this point. Anyway, with little in the way of major hurdles jumping out at me in this conceptual stage, I'm just about ready to dip my toes into the next stage for dungeons: setting up the first lowest level dungeon that players will know of at the start of the RP. After something of a final judgement call on everything that'll go into a dungeon, even a very early one, I should feel confident in setting up templates, both for what to explain going into a dungeon and what to keep track of while delving through one. I'll get to work on it soon, so I wish you all the best until next time. See you later.