TURN: Post Mortem
I released TURN last week, on April 20 [1]. TURN is a trifold pamphlet that offers a generic (i.e., system-neutral or whatever) dungeon crawl procedure. It takes inspiration from the original hazard die from the blog Necropraxis [2], as well as the event die from the Errant ruleset [3]. It even takes certain cues from the original Dungeons & Dragons , though this might not be as readily apparent. Here is the explanation of the random turn procedure which is on the back of the pamphlet: The function of the event die is to simulate the book-keeping of classic dungeon crawl games via random rolls. In doing so, it encapsulates in one table the totality of the classic procedural dungeon crawl: i.e., random encounters, resource management, and countdowns for spells and light sources. Only one of these events was randomly determined prior to the innovation of the event die. The rest required stringent time-keeping and note-taking. Each turn taken risks any one of the six now-random