Combine my toss and trace map technique along with T.Fosters suggested encounters for one old school session of play:
1. pick up 12 of your dice- any kind
2. toss on paper and trace
3. roll a d12 for each of the following:
- Major Encounter +
- Major Encounter
- minor encounter
- minor encounter
- Trap
- Puzzle (or Trick)
Don't worry about numbering the rooms, just place the results as quick as you can. For the above example, my M+=1 and my M=12 so I just slapped them down in what looked like the first and last rooms. The only other thing of note is the trap. I moved it from room 11 to the corridor between 11 and 12 thinking that would work better.
That's your dungeon.
Okay, there are a few more details to think about. First, what a major vs. minor encounter is, is kind of hazy. As a shortcut, we might say a minor encounter is a level appropriate monster while a major encounter is a group of that monster or something that would normally be found much deeper. So if this were a first level dungeon I might make m1= a fire beetle and m2=a bandit guard and make M+= wererat in human form, and M=a bandit camp with ~6 bandits. But that's just off the top of my head.
Next, what do you do with traps? Well, it would be nice to have a list of smaller, not-super-fatal traps to just roll on, but until then, how about roll 1d6 and:
- pitfall
- deadfall
- dart trap
- arrow trap
- obstruction (like iron bars falling)
- gas
Hope this is useful.
I didn't catch the original post on how to draw up some quick maps. Thanks for posting this. As a guy who struggles with making maps, this technique is extremely helpful.
ReplyDeleteCool! Glad it might help.
ReplyDeleteJust found this as a cross-ref from your comment on my blog! :) Great stuff. I can totally see how you could integrate the Scrabble tile idea into this one. Thanks for sharing!
ReplyDelete