Dungeon Creation/Generation

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chiisu81
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Re: Dungeon Creation/Generation

Post by chiisu81 »

I don't think he is asking for additional tables for generating a dungeon nor the contents of each room; he's asking about additional tables to CREATE those items.
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Dimirag
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Re: Dungeon Creation/Generation

Post by Dimirag »

I think he also wants a guide on how to do, step by step, the creation, from scratch of a dungeon, I suppose this includes the creation of rooms and the entire floor map.
Sorry for any misspelling or writing error, I am not a native English speaker
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wynteriii
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Re: Dungeon Creation/Generation

Post by wynteriii »

Let me give you an two scenario's,

Example 1: Pre-Generated Dungeon

The GM spent a good hour or so rolling up and creating a dungeon for his players to adventure in for each room (on a map he created) he has rolled dice, check generation tables, and filled the dungeon with "random" things that were decided by the tables.

Example 2:

The game group is together and they decide to enter a dungeon. Upon entering room after the entrance, the GM rolls to see what kind a room is it, whether it has any monster, whether it has any treasure, or whether it will be a special room with something that is important to the adventure. He does all this while behind a GM screen.

Hopefully this helps....
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Hywaywolf
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Re: Dungeon Creation/Generation

Post by Hywaywolf »

Dimirag wrote:I think he also wants a guide on how to do, step by step, the creation, from scratch of a dungeon, I suppose this includes the creation of rooms and the entire floor map.
Yes, and I understand now what he wants. earlier I was morphing my moldvay basic manual with the BFRPG directions for stocking a dungeon. I forgot that BFRPG doesn't actually stock the dungeon, it just tells you how to do it. Moldvay basic pages b55-b58 are excellent.

Also, if this were more of a GMs guide, I would like to see something like Example of Combat (B28) and dungeon exploring (b59-b60). These were awesome examples of how to actually play the game, and not just the rules.
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Hywaywolf
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Re: Dungeon Creation/Generation

Post by Hywaywolf »

wynteriii wrote:Let me give you an two scenario's,

Example 1: Pre-Generated Dungeon

The GM spent a good hour or so rolling up and creating a dungeon for his players to adventure in for each room (on a map he created) he has rolled dice, check generation tables, and filled the dungeon with "random" things that were decided by the tables.

Example 2:

The game group is together and they decide to enter a dungeon. Upon entering room after the entrance, the GM rolls to see what kind a room is it, whether it has any monster, whether it has any treasure, or whether it will be a special room with something that is important to the adventure. He does all this while behind a GM screen.

Hopefully this helps....

Yeah, the first scenario is pretty standard and I agree that the BFRPG directions could be beefed up.

The second scenario is not a game I want to play in if it is a standard method for finding what is in rooms. Hopefully it wouldn't happen more than once or twice every couple game nights. As a GM, I would rather have a few random rooms/areas/small adventures ready to play if the players threw me a curve ball and went somewhere that I didn't have prepared.
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dymondy2k
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Re: Dungeon Creation/Generation

Post by dymondy2k »

I wanted to add that Wizarddawn has great generators that use BFRPG monsters and such..
Check out my BFRPG Campaign Setting
The Dragonclaw Barony
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Hywaywolf
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Re: Dungeon Creation/Generation

Post by Hywaywolf »

also, there is this here on bfrpg http://www.basicfantasy.org/dungeoneer.html

found on this page http://www.basicfantasy.org/tools.html
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Solomoriah
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Re: Dungeon Creation/Generation

Post by Solomoriah »

I'm not sure what the qualitative difference between the Moldvay method of dungeon generation and mine. Certainly Moldvay's method is good... I intentionally mimicked his approach with my own. So what am I missing?
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Hywaywolf
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Re: Dungeon Creation/Generation

Post by Hywaywolf »

Chris, Your rules are the same as Moldvay's. What I was saying is that the Basic rule set actually spends more then 2 more pages actually building and stocking a dungeon setting that you can play right from the book. The first couple of rooms use the table to show an example of how the table is used.
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Solomoriah
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Re: Dungeon Creation/Generation

Post by Solomoriah »

Ah.

I left that out of the game deliberately, as I saw no point in including an adventure when we give them away for free separately.

Perhaps I should rethink that.
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