
There are a couple sources for random word generation, for example the random page feature of Wikipedia. But one quick option is to use this d10-based table:
Roll (d10) | Letter Pattern |
0 | R |
1 | A |
2 | D |
3 | T |
4 | Q |
5 | L |
6 | X |
7 | P |
8 | B |
9 | lowercase g |
I chose mostly letters with loops in them, although I did include three letters that do not contain any loops (T, L, and X,) just for variety. Roll a d10 once for each sector on your map. Optionally, roll a d4 for rotation of each letter (1= normal, 2= turn 90 degrees clockwise, 3= turn upside down, 4= turn 90 degrees counterclockwise.) Make sure each letter touches the adjacent letters, so that there aren't any disconnected lines. This is your base tunnel template.
At every corner or junction between letters or within each letter, roll to see how the two tunnels connect (d6).
- Ordinary Junction
- Trapped Junction
- Trapped Junction (disabled)
- Minor Obstacle (debris, pool of liquid)
- Door
- Room
Finally, check both sides of the tunnel every 60 feet for doors or branches (d8).
- Blank Wall
- Blank Wall with Secret Door
- Branch/Side Passage
- Two Diagonal Passages
- Blocked Passage
- Door
- Pair of Doors, side by side
- Stairs
I am assuming here that you are using tables borrowed from Appendix A or another random dungeon generator to roll for size and shape of rooms, type of door, what's behind each door, or other details as needed.
People should be talking about this more. It's a great idea.
ReplyDeleteI'm kind of the "backwater" of old school blogging, though, so I don't think many people see it. It's kind of esoteric, too. Many people don't seem to care about making dungeons non-linear.
DeleteI care deeply, Talysman.
DeleteI used Sigil methods a couple years ago. BLOOD works nicely. Austin Osman Spare y'all
ReplyDeleteDo what the wilt. I like your idea and I can tell you it works in a pinch and (seen your maps) makes for great games