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Some discussion starting here (if you've joined their Discord):
https://discord.com/channels/464045190991314944/467319856740696074/844205211391885312
that would make a bunch more sense random dungeon was already basically guildmaster
And as far as this: I think that implementation is feasible. Coding it would be something like: having the map parcels in a random pool to simulate the deck, the monsters alongside in said pool with randomized spawn location with items, and then a menu from the campaign map screens to navigate and start; unless I’m missing something? I think they have all the tools readily available to do old fashioned generation as well, albeit not as shiny though.
I really really don't want them to do that. besides if the scenerios are set in stone they can make the mapes for the scenerios more unique when called for. I hope they take some liberties with the boss scenerio locations rather than just using the ruins/forest/town type locations.
Agreed, I think it would be an easy thing to add.
I think this'll depend on how much say Isaac has in the making of this game. I'm not too sure how closely he works with the game studio but just from looking at Gloomhaven's design it seems he's very big on balance. I'm not sure how much it would tip the balance of the scenarios by changing the locations slightly because I know that every scenario is designed with all characters in mind. I do agree with you though, I think a vanilla first playthrough would be great that's closer to the board game but I would LOVE to see a remixed version of it upon second playthrough that adds randomized changes to boss fights and really just all scenarios i.e new game plus a la resident evil style like madhouse. It would really switch it up for the veterans and for those that have completed the campaign.