Showing posts with label dungeon. Show all posts
Showing posts with label dungeon. Show all posts

Wednesday, October 03, 2012

Building a Random Dungeon with Central Casting

At some point in the past, I ended up with a copy of a Task Force Games product called Central Casting: Dungeons, a random dungeon construction module from the early 90's. Despite having had it in among my RPG gear for many years, I had never really used it in the way that it was intended- to generate a complete random dungeon- but had instead just browsed through it, maybe occasionally using a floor plan for a room to fit into an existing game. It always appeared needlessly complex- rolling for corridor lengths, rolling for random rooms, rolling for room sizes and treasure and encounters- and likely to produce nonsense results that, even for the RPG world, seemed implausible in a real structure.

Still, having recently gotten back more into dungeon crawl-style gaming, I decided to pull it out and give it a whirl. The results: it's just as much of a pain as I imagined. It creates results that are just as ridiculous as I imagined. I gave up on using it after an hour or so. And I still came out thinking it's a great product.


Friday, September 07, 2012

D&DNext Exploration Quick Reference

A thread over at EN World a few weeks ago got me thinking about the importance of keeping time during an adventure- particularly during old school, dungeon crawl-style adventuring. All those little bits and pieces of information- how long a torch lasts, how long until a buff wears off between combats- start to actually matter once you start keeping track of how long it is taking your party to move through a dungeon, search rooms, and engage in combat. These type of rules were very important to early editions of Dungeons and Dragons, and they provide some of the raison d'ĂȘtre for exploration-focused classes like the Rogue and (in wilderness environments) the Ranger. If it doesn't matter how long torches burn for, how long buffs last, and whether or not that Thief can see effectively when he or she goes scouting, some of the flavor of an old-fashioned dungeon crawl is lost- and you might as well junk a lot of the mundane equipment in the gear lists.


With that in mind, I used the Labyrinth Lord rules together with some old 1/2e D&D references to come up with some quick and easy rules for keeping track of time, light, and movement inside a dungeon environment. The rules are intended to be used with D&D Next (I'll be using them with my PbP playtest), but are suitably generic that they can be dropped into most D&D compatible settings (though I do reference advantage and disadvantage in the lighting rules, to stay consistent with the playtest rules for blindness- you can easily enough sub your own penalties as appropriate). Credit to GX.Sigma at EN World for the original inspiration for these rules.