grodog
Hero
At present, it seems very likely that when my 4E HPE campaign finishes at the end of this year, it will be replaced by a AD&D campaign in the lands of the Frost Barbarians. So, I've been poring over the old D&D modules I have, and finding some rather interesting advice, particularly in some very old supplements I've only recently acquired.
Ah, you're hooked now, Merric

Consider this text from the Monster & Treasure Assortment:
It should be noted that just as a dungeon level should have monsters in only 20% or so of the available rooms and chambers, about 20% of the monsters should have no treasure whatsoever.
Where does this 20% figure come from? In oD&D and both early Basic D&D sets, it's a 2 in 6 chance that a monster is in each room, and a 3 in 6 chance that the monster has treasure. AD&D doesn't muck about with a lot of "basic" rules for stocking dungeons, but the random dungeon generator gives a 25% chance for a room having a monster in it... perhaps the 20% comes from there. It is a lot of "empty" space to wander through. (It should be noted that the random generator actually was first given in The Strategic Review in 1975, with the same probabilities).
Trent Foster has some great distilled info about distribution of monsters, treasure, traps, etc., in a post on Dragonsfoot @ Dragonsfoot • View topic - So-Cal Min-Con Adventures It's well-worth the time to read through.
Edit: the random dungeon generation system was first published in SR#1 as "Solo Dungeon Adventures" and IIRC the tables differ a bit from the revised/updated version published in the DMG.
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