Continuing my series of posts on the Japanese RPG Make You Kingdom, here I present a single table from the random Kingdom generation section. In this section you choose how many rooms your Kingdom will have (1 to 9), then you generate each room randomly. To do this, you first roll a d6 to see what sort of room it is (human creation, natural form, underground, etc). Once you have chosen the form, there is a table of random rooms from which to select each room. All 6 tables use the same random selection method: D66. That is, you roll 2 six-sided dice, taking the lowest as “tens” and the highest as “units,” like d100 – except you don’t designate one die to be a “ten.” Instead, the lower roll is always a “ten” and the higher always a “unit.” For example a roll of 1 and 4 is 14, regardless of which die rolled the 1. This gives you 21 options.
The table below is an attempt at translating the results for the “Heavenly” style of room, which you obtain with a roll of 5 on the original D6 to determine room type.
|11||A room with falling rain||23||Atop a cloud, which somehow you are able to walk over||36||A colossal exhaust vent making a huge roaring sound|
|12||A cavern riddled with wholes like a swiss cheese||24||A hollow veiled in mist||44||A room in which lightning strikes every now and then|
|13||Many floating gardens layered atop one another||25||A room in which you drift, weightless||45||A room of gently falling feathers|
|14||White laundry strung out in endless lines||26||A room in which snow falls and gathers||46||A cavity with many walls on which have been painted pictures of a clear blue sky|
|15||Beanstalks growing to the heavens||33||A cloister floating in mid-air, in which space and time are distorted||55||A room on one wall of which is a mirror|
|16||A colossal shaft in which hangs a rope ladder or a chain||34||A corridor in which a monster-repelling windmill spins, making a strange sound||56||A cavern in which the aurora wavers and flares|
|22||A room through which a strong wind blows||35||A cavern, through the roof of which a ruin or relic can be seen||66||A room in which the direction of gravity is disjointed or strange|
With only 21 choices, in one campaign you can only make 2 or 3 wind-themed kingdoms before you run out of rooms (unless you make up your own), but even if you mix in a few rooms from a different table (e.g. roll 6, the spirit world) you’ll get an interesting and weird dungeon to play in.
The picture is a human monster, called a Dungeon Geek (“Dungeon wo taku”). I think the name is actually a play on words, because the correct way to write “geek” in Japanese is “otaku,”(オタク） not “wotaku,”(ヲタク） but the verb “taku” means to burn, so “Dungeon wo taku” could mean “burn the dungeon.” There are a few puns in the monster section playing on either Japanese kanji jokes, or English translation jokes (like the “living room” which is literally a room that lives). The Dungeon Geek is a level 5 monster with an attack range of 1 (missile fire), 1d6 damage, 10 hit points and a resistance of 9. His abilities are：
- Schemer: Enemy tactical checks are made 3 points harder when opposing this chap (I’m not sure what a tactical check is, as I don’t have the basic rule book)
- Enhance Animated Objects: He can increase the resistance and damage of nearby animated objects
- Public Enemy: This skill’s rule beats all others. This monster cannot be converted into someone else’s follower. Also, this monster’s skills cannot be acquired by a PC (I presume there is a mechanism by which PCs can steal monster skills).
- Dungeon Tectonics (I think, this skill is not listed in the book I have): The Dungeon Geek can lay traps for enemies
- Collector: The Dungeon Geek can equip a single common item of his choice, using it as if it were level 0
The text in italics at the bottom is “flavour” (フレーバー) and says
This is a human who became obssessed with the first dungeons, and was drawn into them unawares. Always losing himself in the quest to make the perfect dungeon, Dungeoneers are his perfect test bench. Being completely heedless of human conversation, he is incapable of communicating his purpose.
A very suitable monster for our little corner of the universe…
[All translations should be taken with the usual note of caution]