Showing posts with label dungeon. Show all posts
Showing posts with label dungeon. Show all posts

Tuesday, 2 July 2013

Dungeon Generation

Doom's E1M1 as an isometric dungeon
map because I needed a picture of
a dungeon.
Part 2
Part 3

I've just finished reading the B in BECMI. The last four pages of the Dungeon Master's Rulebook have been probably the most helpful. This would be the "Creating Dungeons" chapter. A few bits at the beginning about common plots/hooks to use as an excuse to draw on graph paper, roll dice, kill monsters, take their stuff. A short section on what makes a good or bad dungeon, but it is pretty vague and not at all practically useful.

Then you get a step-by-step guide on how to build a dungeon from scratch. Lists and methods and numbers and tables and succinct idea springboards. It is all for simple dungeons that we've played a hundred times...but it is still good and useful stuff.

So I've gone and put it in to random D12 tables so that I can poop out a dungeon and ignore all the advice about how you should carefully place everything in the name of good game design. Whatever, Mentzer. I thought this was oldschool. Stop trying to Dragonlance my Emergent Gameplay.

TABLES AFTER THE JUMP