Several
weeks ago I explored issues in random dungeons based on my own experience with
the original Gygaxian method from the AD&D
Dungeon Masters Guide and John Yorio’s No Budget No Frills Pencil and Paper Dungeon Generator, Ver. 3.0 over at the
Tabletop Diversions blog. After my admittedly limited initial experiences I set
off to devise a slightly more focused “random” dungeon experience incorporating
an overarching theme for the delve and table results skewed to allow for some
escalation from basic encounters to more challenging ones.
I wanted to
structure a blank form outline with tables for determining corridors and
chambers, traps, treasures, and encounters, with most of the die types and
ranges left blank for users to fill in with their own preferences. For
instance, choosing a 1D6 roll for determining corridors or chambers might allow
one on a roll of 1-2 and the other on 3-6, skewing the results to favor a
preferred structure. They could populate a trap table with theme-appropriate
devices. Treasures could reflect the theme as well. But the most integral of
all is the encounters table, where users “seed” the delve with themed
encounters rather than relying on random monster tables by dungeon level. An
escalation mechanic -- in the form of a bonus to the table roll equal to the
number of previous encounters -- skews results to the higher and more
challenging encounters, culminating in a showdown with an appropriately
powerful “boss” monster.
The result
is a PDF document with forms to fill out and then “save as” or print to create
a one-page set of tables for a “themed dungeon” with randomized elements skewed
toward a particular experience.
Here’s a
look at the rationale I followed:
Intent: Since this serves as a
side-project for me -- a quick jaunt exploring an interesting idea and
game-design exercise -- I imposed a few restrictions on development. I wanted
to keep the tables to one page with adequate room for users to customize the
material with their own ideas. My urge to keep things relatively
straightforward influenced me to leave out several traditional elements and
interesting concepts; in some cases I’ve marginalized them from their more
prominent places in previous random dungeon generators.
Secret Doors: Most random dungeon
generators include some means of noting secret doors in passages and chambers.
I overlooked this element in the interest of simplicity, though also partly to
make sure the tables had more space for encounters, special treasures, and
traps. I’m considering (and may have already implemented) a section on the
“Chamber” table to account for the possibility of secret doors.
No Exits: A keen playtester noted the
current “1D4-1” roll to determine the number of exits from a chamber could
result in a complete dead-end in the very first chamber. I’ll alter the wording
to eliminate that “-1” modifier until after explorers have visited four or six
rooms.
Special Corridors & Chambers: I’d
originally hoped to include results and additional tables for creating special
corridor elements (stairs up and down, exits and entrances) and chambers
(pillared halls, chasms with bridges) users could customize to the theme. At
this point I’m considering including a “special” result on the corridor table
with parenthetical suggestions for such remarkable features beyond the basic
passageways.
Empty Room Table: The gamer community
occasionally vents on the subject of empty rooms in dungeons, a result of
random tables I personally found frustrating in my own solitaire delves.
Unfortunately space considerations forced me to omit a table on which users
could roll to generate some themed setting descriptions for trappings within
empty rooms: abandoned shrines, barracks, common areas, or even caves with partially
collapsed ceilings.
Take a look
at Schweig’s Themed Dungeon Generator
and see how the system flows. I’ve included the blank, fillable form on one
page and a sample dungeon on the second page to demonstrate how it might work. The
document is still in flux, though I intend to revise it with an eye toward
publishing it through my e-storefront at DriveThruRPG.com as a free/pay what
you want product. For now it remains accessible from this blog post, though in
the future the link will migrate to the e-storefront.
As always, I
encourage constructive feedback and civilized discussion. Share a link to this
blog entry on Google+ and tag me (+Peter Schweighofer) to comment.
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