A method for random dungeon mapping
A quick test dungeon I drew this morning to try out a procedure I've come up with to make random dungeons a little more interesting.
I was trying to come up with a way to write random dungeon generation tables that emphasise the things I want in dungeons, namely chokepoints and loops. Rather than write a set of new tables I came up with a small procedure to lay on top of those tables.
- Pick a number of rooms for the dungeon that correspond to a die size.
- Use whatever tables you're going to use until you have that many rooms. (I used Appendix A from the AD&D DMG).
- Some of those rooms will have exits you haven't utilised and some of those passages will go nowhere. For each of those unknowns, roll 2d6 on this table.
2d6 | Result |
---|---|
2 | Dead end |
3-5 | False door, trapped |
6-8 | Roll 1dX, link to that room |
9-11 | Link to another floor |
12 | Dungeon exit |
1dX is the die size you chose at the start of the exercise. Your job is to link that exit or passage to the room you roll in whatever way you see fit. The idea is that this creates additional passages through the dungeon, either creating little rat runs in the middle or long looping paths around the outside.
It's not perfect but I think it's got legs and I'm going to keep playing with it.