This prototype simulates a players path through a dynamically generated journey. It consists of representative elements: Action Paths, Fate cards, and dice.
The goal for my thesis is to make action games with loose narratives defined by the players experience. In an attempt to demonstrate how a dynamic level might be generated I devised this prototype. By going through the motions you are essentially taking on the task of the computer. All of the player action is abstracted by either dice roles, colored cards, and strips of paper with lines drawn to represent action elements.
Elements
7 dice; one of each type: 20 sided, 12 sided, 10 sided, 6 sided, 4 sided, + or -, and an 8 sided die.
5 types of fate cards (3 each for this test) Red, Yellow, pink, green, and blue
15 action paths (5 of each type) short, medium, and long.Below is a table dictating how dice roles translate into actions.

This prototype took form on a large area of floor. Length is more important the width.
Rules:
- role the 8 sided die.
This number represents the number of fate cards that must be laid down before the level is finished.
- depending on what was rolled take the appropriate actions.
- place the appropriate fate card or action path.
- if an action path must be placed roll the (+/-) die to determine if the line rise or fall.
- choose the appropriate die according to the table above and continue until the appropriate number of fate cards are laid.
Decoding the results:
The frame work of a narrative can be seen in the cards once the level has been laid out to completion.
Card color is indicative of fortune:
A red card forces the player to use the 20 sided die. Because fate cards are only available for number 1-5 the chances of getting a fate card on a 20 roll is slim. This is bad fortune.
A blue card allows the player to use the four sided die. This guaranties they will get a fate card on the next roll.
The action paths will rise and fall in accordance with how the (+/-) die was rolled. Rise may indicate a more difficult journey Fall may indicate an easier journey.
Furthermore the first and last elements that are laid down indicates how the levels narrative began or ended. For instance if a 6 or greater is rolled for the first card it indicates that the narrative begins with a journey. If a one is rolled it indicates that the narrative began with bad fortune. If the last fate card laid is a blue (rolled a 5) than the narrative ends with good fortune. etc.
Test:
Test 1: Self

I did the first test. I rolled an 8 on first. This meant that my journey would have many run ins with fate and it had the potential to be very long. I rolled a + on the (+/-) die indicating an up hill battle.
I than got lucky and had three run ins with fate. The third fate card was green meaning I would bring the 6 sided die on my journey on the action path. This meant my chances were pretty good for getting another fate card soon.
And I did. I rolled a 5 and got a blue fate card ensuring the next roll would also turn up a fate card. The next roll was a three which is gave me a ten sided die. I didn't roll a 6 or lower so I went on a journey on an action path that lasted two turns but it was mostly down hill (note both cards go from a high point to a low point).
My journey ended with bad fortune I rolled a 1 which meant a 20 sided die. giving me a 1 in 4 shot of rolling another fate card.
The journey ended exactly as the odds predicted on the forth roll I rolled a 4 I would have to be really unlucky to have to journey again, and even if I did I would have the 6 sided die so it would be very unlikely that the journey would last more than 1 roll...
And it didn't. I even ended my journey with good fortune rolling a 5.
Test 2: Subject Doris
Doris rolled a 7 on her first roll. She had a sting of bad fortune at several points having to take the 20 sided die on a journey more than once. Her finished test was longer and had different defining moments than mine. This proves the dynamic nature of the system.

Implications:
The fate cards and action paths are abstractions. They represent two different types of play experience which form a complete journey. For example:
Imagine that the fate cards are actually mini games, small puzzles or simple tasks (think Warioware or Mario Party) and the action paths play like a side scrolling adventure. Instead of dice rolls, substitute a players performance, and instead of changing the odds (by changing the die used) change the difficulty of the challenge the player must face. This is only one example of how the abstraction might take the form of a game concept.
Conclusion
I am interested in the concept of dynamic level design and made it central to my thesis for that reason. The idea of a computer generating a level is compelling for a number of reasons. The most obvious benefit is replay value. If a level is generated from a pool of components and variables it is likely each time the level is played the experience will be different. Perhaps more compelling is the possibility dynamic level design offers to the game designer. Game production often happens on a tight schedule and under a tight budget. With dynamic level generation the focus can be put more on the quality of the game play and quality of the puzzles. For smaller games dynamic level generation may be more trouble than it's worth, but for games that follow the form of a dynamic narrative dynamic level design can shorten the development time and increase the game designers options.