Wednesday, 18 January 2023

On #dungeon23 and losing myself in old school dungeon stocking tables

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:

Dungeon23 osr dungeon map wip
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
This is obviously easily applied to 6, 12, 18, 24 and 30 (and so on) room dungeons, and there were enough people proposing that 18 was a reasonable size for a dungeon level (or here, sub level) that I thought I could aim to fit 18 on the page and see how it went!

How it went was ... OK.  Not as well as I had hoped because I think I have been too focused on making things fit in the context of the map (i.e. "finishing") than getting ideas down on paper (which is more akin to the "beginning" I was aiming to focus on last time!)

However; back to the drawing board and armed with a week-to-page planner/diary I now have a modified plan going forward.  I'm going to stick to the original proposition of just writing rooms but at least I can feel confident that each week long spread of 7 rooms should/could (on average) contain:
  • 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)
Generally, 1/4 to 1/3 of these rooms should have treasure (so say two, on average) and this treasure is generally most likely to be "guarded" (by an encounter or a trap) than "unguarded" - but searching empty rooms should prove to be rewarding sometimes!

I'm happy with my progress and what I've learnt so far, how's everyone else getting on?


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