Random Dungeon Crawl

dreaded_beast

First Post
So how would your run a "random dungeon crawl?"

When I use the term "random dungeon crawl", I am referring to a dungeon that is generated randomly using the tables in the DMG.

Do you prepare before the session and just roll from the tables and record your results?

Or do you roll "during" the actual session and then play out the results?
 

log in or register to remove this ad

dreaded_beast said:
So how would your run a "random dungeon crawl?"
A "random dungeon crawl"--that is, wandering through an underground cave without any real point to it--could be either rolled at the table or rolled beforehand. It'd probably be rolled beforehand, just due to the highly modified nature of my game.
 

If I'm going to prepare something ahead of time, there's going to be a purpose and structure behind it. That said, if my players wanted to go through a random dungeon, I'd just roll straight out of the book and see what happened.

Of course, the characters wouldn't get any xp from this, and no treasure would be gained. Unless, somehow, some deity of chaos or some epic wild mage were the hidden force behind this madness.

Dave
 

Vrecknidj said:
Of course, the characters wouldn't get any xp from this, and no treasure would be gained.

What? You wouldn't give your players XP for fighting and killing monsters, getting past traps, and the like? I can understand not wanting to give the players an opportunity to level up like there's no tomorrow, but at least give them a reduced amount. After all, they're doing the same as they would do in a planned adventure.
 


In the excellent rougelike CRPG A.D.O.M., there is a randomly generated dungeon that goes on for infinity. It has one or two guaranteed things located on preplanned levels. If I wanted to do something along the lines of that, I'd go with rolling on the spot.
 

I would start with some prerolled areas and if they get past those then you have no choice but to continue on the fly. I wouldn't roll the whole thing up during play because you are going to slow play down and unless the players also enjoy hanging out with each other, that could spell doom for a fun time.
 

I'd say do it ahead of time. Creating the adventure in play will probably slow things down, and in preparation you might get an idea you want to develop ... not as random anymore, but you might get a better adventure out of it.
 

Pets & Sidekicks

Remove ads

Top