“Dungeon” generation procedures

I read through the Delve rules a couple of nights ago — they’re wonderful! At least on my read-through, they seem like they do an excellent job of capturing the feel of great, character/narrative-forward dungeon crawls from fiction and film.

I’m glad my own dungeon-delving project has very different goals!

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Thanks!

Yeah, that’s one of the cool aspects of this area of mechanics. So many different takes.

Gardens of Ynn
Stygian Library
Dungeonmorphs

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I read through the whole list and did not see the Location Crafter or Adventure Crafter by the people that did the Mythic GM emulator. You basically create a list of rooms and separately items that would be in them and separately creatures or whom would be in them.

You cross off any that you want to be unique after the party rolls them and allow repeats of anything like connecting hallways or the like. Each time you add +1 to the roll making it a progression that does not go in exact order.

Meanwhile, It can’t go any more gonzo than the weirdest stuff on your list and with only 3 or 4 d12 lists, you can get pretty random combos.

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I’m mostly chiming in to offer links to the “flux space” posts Jeremy Strandberg mentioned.
http://www.paperspencils.com/flux-space-in-dungeons/
http://www.paperspencils.com/the-cozy-catacombs-a-demonstration-of-flux-space/

I’m sure you can also find no end of people singing the praises of the dungeon stocking rules from Moldvay’s B/X rules. They’re not going to help you draw a map, or offer you any advice about theme, but they do suggest certain ratios of room-types, and can be used to randomly stock a map.

Possibly more useful than Moldvay is the 30-Minute Dungeon template, which has very similar ratios of room-types, but comes with more advice about what makes each kind of room worth visiting.


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