The idea sounds great, but the more I think about it, the less enthusiastic I feel about it.
Right now, my impression is that random maps are purely unfocussed experience-and-treasure harvesting exercises that don't really advance any sort of storyline. That being the case, it seems like adding randomly-placed traps, doors that need to be opened with randomly-placed levers, etc. would end up just being speedbumps rather than enhancing the play (well, except to the extent that players could gain some experience in search and disarm traps). On the other hand, if there were means of keeping the traps from being TOO random (so players wouldn't have to just keep searching every step to spot them) and additional means of gaining something in exchange for the additional time they cost (for example, if the non-hostile randomly-generated NPC's that show up in places like the "small houses" in Scorn tapped into some database of "general gossip" conversation and/or could grant experience or occasionally give items, or some of the random levers or secret passages led to things you don't normally find (special treasures? Portals to interesting places? A greater likelihood of finding something interesting on or under randomly-generated chairs and tables [even if it's just used gum]?) ) In short, setting it up such that the additional randomly-generated features added something that made the random maps more attractive to play rather than just adding more clutter and/or unrewarding delays to deal with. On the other hand, my own tastes may not match the typical Crossfire player. _______________________________________________ crossfire mailing list crossfire@metalforge.org http://mailman.metalforge.org/mailman/listinfo/crossfire