As I have been working on this megadungeon I have been increasingly interested in the old school ways of dungeon generation. I'm building a location not an "adventuring day". A heavy amount of research has led me to trying to make this first (sub)level 18 rooms large:
Progress on level one of my megadungeon |
There's differences between systems and authors but an easy generalisation, looking particularly at OD&D and B/X, seems to be that probabilities are something like this: (please do correct or enlighten me in the comments!)
- 2/6 chance of there being an encounter room (note that in those days, as in my mind, this could mean combat or social encounters) and 3/6 chance there is treasure
- 1/6 chance of tricks and traps in this room and 2/6 chance there is treasure
- 1/6 chance of this being a "special room"
- 2/6 chance of this being an empty room and 1/6 chance there is treasure
- 2 rooms with encounters, that could be played out by combat or roleplay (best: either)
- 2 "special" rooms with puzzles or traps or some sort of set-piece
- 2 empty rooms - although hopefully these will still contain enough dressing to be interesting or relevant
- 1 wildcard (any of the above, it's just guidance after all)
I'm happy with my progress and what I've learnt so far, how's everyone else getting on?
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Comments always very welcome :)