A downloadable game
Have a pocket full of business card RPGs?
Here's a business card full of dungeons to use them with!
Written for the Pleasure Not Business Card Jam.
French translation generously provided by go11um.
Spanish translation generously provided by David Hernandez, @deivijouns.
German translation generously provided by Dirk Remmecke.
Click download now to get access to the following files:
- Wallet Dungeons in Print! The Tiny Library!Jul 22, 2021
- German translation now available!Jun 26, 2021
- Italian and Portugese (Brazilian) Translations Now AvailableApr 19, 2021
- French and Spanish translations now available!Mar 28, 2021
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This is a gem!
I'm having trouble understanding how to use labyrinths. I've build a dungeon, made sure I place everything according to the rules - and I ended up with multiple single-room labyrinths. How does one use such rooms?
Two answers to the labyrinth question:
First, you shouldn't be able to get the labyrinth result except on multi dice rooms (Towers and Halls). It is intended that if you have a room that's next to a Hall or Tower, you don't include the entire room in the sum, just the physical die that the room is touching. Small example but if you have  you'd have a Hall with a total of 15 (Arboretum) and a Split with a total of 9 (Kitchen). I wanted Labyrinth to only be likely to show up if you had a particularly large Hall or Tower, where it would makes sense that the interior could be broken up into a complicated maze. I just didn't have enough space to explain things fully enough to avoid confusion.
Second, the nice part of this system is that even if you don't resolve things the way I intended, you still end up with something you can use. In your case, if I ended up with several single room labyrinths, I'd be tempted to say that they're all connected with portals or some weird non-euclidean geometry. Or a less esoteric answer could be that those are all entrances to a labyrinth that stretches across the floor below the rest of the dungeon.
The third bonus answer is that the exact results the dice spit out is often not super coherent or useful as is, and requires a bit of finessing on the part of the user to make it work at the table.
Anyway, hope that's helpful!
A fun ttRPG setting & scenario generator. Clearly presented.
Really simple procedural maker, doesn't always come up with most logical arrays of rooms and story prompts but great as a springboard for imagination.
So, if I get 5's they are supposed to be stacked on top of each other. But what if I rolled only one 5?
Only one 5 means it's a very short tower!
The non-glib answer is that the generator fails a bit for some combinations of numbers. Rolling multiple fives means you have a tower, rolling just one makes it just another room and some of the specific rules don't make a ton of sense anymore.
I'm inspired to work on something similar - Wallet Wilderness or Wallet Social. I use this tool a lot for solo play, and I think both of these could be good expansions of your original incredible idea!
If you make either of those please let me know! I'd love to see what other people can do with this idea!
Really inventive use of dice. I'm printing and laminating a copy for my GM toolbox.
This is really nice. Appreciate both the layout and the concept. Gonna recommend it to all my friends or anyone who will listen. Will be very helpful in solo rpgs.
Hey! great generator.
I had a question about Towers. If I roll say three 5s, do i stack all of these into a single tower?
If so, my assumption is that I use the neighbours in a top-down view to determine Room and Detail for the entire tower? Is this right?
Yeah, you'd stack all the 5's into a single tower three dice high.
The way I determine the room is to add up the entire tower (in the example on the card it's 10+neighbors = 19). Then for things that neighbor the tower, I only count the specific dice that are physically in contact (so for the 3 die it only gets +5 from the tower).
However! It totally works either way you do it, it just shifts the results on the Room table up or down. So if you want more low results only count the top down view, if you want more high results count the entire merged rooms.
Nice and clean!
Very nice, I'll give it a go.
Hi ! Thanks for your generator it's really nice. I have a question for the "extra detail" of each room. Could you explain how to determine which value to take (highest/lowest) is it me that choose if for example i have 2 die 3 and 2 die 5 ?
Thank you :)
I agree it's unclear, unfortunately space constraints meant I couldn't figure out a good way to explain it better. Here's how it's supposed to work:
Pick the room you want to add details to.
If it's a 1, 2, or 3 look at it's highest neighbor. Check the table under  and use the detail that matches the highest neighboring die.
If it's a 4, 5, or 6 look at it's lowest neighbor. Check the table under  and use the detail that matches the lowest neighboring die.
So as an example, if you use the die layout that's on the card, the Throne Room (two 6s) has a 3 as it's lowest neighbor, so it's "Pristine".
Or the Jail die (the 1 near the rear) as a highest neighbor of 3, so it's "Trapped".
Alright thank you for your answer i get it now. I also thought that it was a space constraint that forced you to not explain more.
I like your project, if you want a French translation don't hesitate to ask and give me an email address to send you the translation.
Thank you :)
That would be really cool! If you want to email me at DavidJLombardo@gmail.com we can talk more about it.