A very quick Dungeon23 update, as this has been a “roll and draw, roll and draw” sort of week.
The only thing of note is thinking about a little mini-game I do with doors now, in relationship to the AD&D 1e DMG random dungeon generator tables that I use.
If you roll for an exit out of a chamber/room, there’s a slight implication that room exits are passageways, and chamber exits are doors.
Like I said… slight. But on that basis, I mostly play a little mini-game for each door.
If it’s a normal exit, roll a d6 – 1-5 door, 6 passage. (been thinking about flipping that for a room vs chamber). Second d6: 1-5 unlocked, 6 barred/locked/spiked.
If it’s a secret door, I ignore the text below Table V.D. and do the following: 1d20 – 1-5 concealed door, 6-10, secret one-way door (1-3 in/4-6 out), 11-20 regular secret door.
Like I said, it’s a mental mini-game, mainly to break some of the tedium of rolling a bunch of exits.
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One fun bit – I discovered a long-forgotten surprise on my RPG bookcase and it will drive Level 6 creation – courtesy of a Kickstarter and a no-longer-available item. I’ll surprise you next month! 🙂
Dungeon23 stats: as of week 13
- Levels: 6
- Rooms: 317 (29 added in wk 13)
- Levels 1 – 4: mapped/keyed.
- Level 5: mapping in progress
- Level 6 connected.
- 3 sublevels mapped/keyed, 1 sublevel connected/not yet started
- Town: Created, 7 locations/NPCs keyed.
Very familiar with adapting those tables! 🙂