Bite-Sized Dungeons: Revisited
I'm working on aggregating the posts on this blog into a big book so I can eventually delete it for my personal safety, considering the state of our world. There were some things, though, I wanted to share while I still had a soapbox here. This will be a short revisit of bite-sized dungeons, which in sloppy fashion I over-complicated. This is basically copied from Cinco!, my personal campaign book.
You don't need preset patterns of rooms and connections! Just have six circles, each numbered:
- Entrance
- Monsters with treasure
- Monsters without treasure
- Treasures without monsters
- Random shit
- Random shit
Roll D6 six times to draw connections from each of the rooms to another, re-rolling results equal to the current room or those which have already been rolled. If you want, you can also roll D6 for which connections have special attributes like being lengthy (requiring 1 turn to traverse), difficult (requiring some check), or hidden (requiring foreknowledge).
And that's all!
Looking forward to the book (and stay safe!)
ReplyDeletethank you so much! :)
DeleteLooks good.
ReplyDeletethank you!
DeleteYou're getting to similar conclusions as I did when designing random generators for dungeons (the first one was for my still-unreleased card-based dungeon game. I also used it in several of my video game projects such as Choose Your Own CaveVenture). I went for six different types of room:
ReplyDelete1. Obstacle
2. Trap
3. Monster
4. Treasure
5. Curio
6. Solid Wall (remember that this is for a square grid system)
I've used your basic setup to make smallish dungeons to GM to my son during car rides. Still like it :-)
that's a handy list, thank you for sharing and also for reading! glad it proved useful :)
Delete