"Die-drop" mechanics are what it says on the tin: you have a table printed out on a paper, you drop certain dice on it, and generate something based not just on the result of the dice, but also based on the POSITION of the dice on the paper.
It's an easy concept, but also kinda great? I like how it uses the physical / material side of the dice as a gaming accessory. Generally, a dice generates one result, if you factor in its position, you get, for example, two more variables (the x and y coordinates of the final location).
I see this mechanic doing rounds in the "old school renaissance" blogosphere; as it is heavily used in the award winning game Vornheim by Z. Smith. Here's a blog post with some examples of how this mechanic is used to generate content on the go: http://www.gnomestew.com/game-mastering ... eneration/
I've seen die-drops used for generating dungeon maps (lots of these examples), villages and scenario outlines (the best example is ). There's a . So the main emphasis is on quick-and-easy random content generation.
What do you think of this mechanic? What would you use it for?
Have you encountered it before? What games have you played that use this?
Can you build a game around it?