The card itself had a lot of attribution that can be used as generator: element, summoning stars, card types (monster, spell, trap), health and defence. This attributes can be (might br) “translated” into specific classification. For example the elemental can be type of land or enemy, summon stars can be number of enemy that will be encountered, attack and defense can be… I don’t know, card type obviously can be translated as ordinary, special encounter and/or trap encounter respectively. And I think it could be better (maybe) if I can combine it with roll of dice.
In generating hexmap for Hexcrawl25 (I still haven’t finished this month region though), oracle thingy and table of generator will become your friend. I looking at you $16-ish d100 Map Generator. Meanwhile, while I gather additional income to check out that beaut, I think I need to create my own method of random generator for this hexmap project and maybe for my next project that already in my task.
Implementing YuGiOh cards as random generator would be interesting. I know this can be considered as ashcan project - it will be shit at first and might become a rotten shit still (I know the worstcase scenario), but it might inspire me to create better handmade random generator.
For now, the classification will be like (this classification is made as I wrote and had a little bit of fine tuning):
- Summoning Stars: (enemy) number of enemy encountered;
- Card Type: (monster) battle encounter, (spell) NPC/ resting area/ empty space/ special encounter, (trap) puzzle/ trap/ risk management/ checks.
- Monster Elemental: type of lands (still thinking about Darkness and Light and Wind elements).
- Monster Attack: (enemy & trap) divided by 100 become health or sustainability.
- Monster Defense: (enemy & trap) divided by 100 become DC or armor.