You may be pretty sure, but the text confirms that you are mistaken. DMG pp 169, 173:Pretty sure that the people who made those tables did so with the belief that the GM would be using them to make the dungeon before the game started, not during play.
When you need help in designing a dungeon - whether it is a level in your main dungeon or a labyrinth discovered elsewhere - the following random generation system has proven itself to be useful. It must be noted that the system requires time, but it can be used directly in conjunction with actual play . . .
The random dungeon generation system is easily adaptable to solitary play. Locate the entrance to the dungeon, and then select one of the random dungeon starting areas given here, locating it in the middle of the graph paper.
The random dungeon generation system is easily adaptable to solitary play. Locate the entrance to the dungeon, and then select one of the random dungeon starting areas given here, locating it in the middle of the graph paper.
I've never used it for literal solo play. But I used it for playing with a friend and no GM for the first time probably around 1984. It's an obvious thing to do. It can also be used for GM-ed play with the dungeon being rolled as things go along, "directly in conjunction with actual play". Here's an actual play example: Played AD&D yesterday (using Appendix A for a random dungeon)
Plenty of other ENworlders have done this sort of thing too.
When doing this sort of play, there is no need to roll to see (eg) what is behind a door until the door is opened by a PC.
I don't see how this is relevant. The player says that their PC reads the runes; the PC reads the runes.Player/character separation is not meant for you to pretend that what your PC does isn't determined by what the player says that the PC does.
If you are going to insist on "simulationist" procedures of play, that is, that every player decision or effect corresponds to something that the PC causes in the fiction, then you will not be able to handle even simple examples like this:
MC: "Nero, what do the slave traders use for barter?"
Player: "Oh man, those [foul people]? They use human ears."
Player: "Oh man, those [foul people]? They use human ears."
The player is deciding that the slave traders use human ears for barter. But obviously the PC is not the one who makes this true in the fiction.
The player in my example puts the possibility on the table that the runes reveal a way out. The roll of the dice confirms this. But the PC is not the one who makes this true in the fiction. What the PC does, in the fiction, is to read the runes and thus to learn that, as he hoped, they reveal a way out.
I'm saying that there is no such thing as the GM role in PbtA games. The variety of games that call themselves PbtA is very wide. The variety of GM roles across those games is correspondingly wide.I honestly can't tell if you're being pedantic about phrasing here or my use of the word GM instead of MC.
I then posted some stuff about the nature and purpose of GM prep in one PbtA game, the one I'm most familiar with, namely, Apocalypse World. And it doesn't say anything about prepping situations. It talks in some detail about how, after the first session, the GM goes about prepping fronts and threats.