An endless dungeon with only a single sheet of graph paper
May 27, 2022 22:48:07 GMT -6
Mushgnome and Starbeard like this
Post by nizrad on May 27, 2022 22:48:07 GMT -6
So I have had this idea floating in my head for a while where I use a single 8.5"X11" sheet of graph paper to create an endlessly repeating semi-fractal like dungeon complex (my issue is personal satisfaction with the end results). The premise is to fill a sheet of graph paper with a Gygaxian/Arnesonian nightmare maze with an assortment of passages extending beyond the map (6,8,10,12, or even 20 work well), and a number of vertical access points in similar number. Number each point of egress to align with the appropriate die. For example there are 9 sets of stairs up and 9 down. 3 of these sets are spiral stairwells, 3 are standard single flight stairs and the last 3 are 20' wide. Players go beyond the border of the map/up or down some stairwell or shaft, roll the appropriate die, and the characters "reenter" the map at the resulting location. This can allow for large numbers of adventuring partird to explore the same location and wind up with drastically different maps.
For additional fun true north can be determined by a roll of a d4 whenever the characters go beyond the map or ascend/descend levels and then rotate the map as necessary (clockwise, counterclockwise what have you). Beyond this a handful of common dungeon features can be formulated for quick level based on-the-fly generation (such as pits with a depth of 10'/level with a variable chance for thing such as spikes, water, acid, monsters, additional secrets and so on). Cool looking rooms get to serve as multiple specials.
Designated routes can be planned to circumvent the endless and repeating nature of the dungeon overall, while additional designated routs might lead to fantastic treasures (both examples may defy the repeating nature of the dungeon as needed). Yet with the nature of a dungeon like this, mapping one's route of exploration becomes ever more important as it may prove to be the only sure fire way to escape back to the surface and safety. Additionally mapping the dungeon can create a form of fixed layout where as what has been mapped and explored does not change (do not roll for random stair and passage connections as usual).
I think the concept might work best with an unkeyed (or mostly unkeyed) map where the contents are generated on the fly and by the book (for the most part).
Edited to make things more readable hopefully. Also expanded some ideas a bit.
For additional fun true north can be determined by a roll of a d4 whenever the characters go beyond the map or ascend/descend levels and then rotate the map as necessary (clockwise, counterclockwise what have you). Beyond this a handful of common dungeon features can be formulated for quick level based on-the-fly generation (such as pits with a depth of 10'/level with a variable chance for thing such as spikes, water, acid, monsters, additional secrets and so on). Cool looking rooms get to serve as multiple specials.
Designated routes can be planned to circumvent the endless and repeating nature of the dungeon overall, while additional designated routs might lead to fantastic treasures (both examples may defy the repeating nature of the dungeon as needed). Yet with the nature of a dungeon like this, mapping one's route of exploration becomes ever more important as it may prove to be the only sure fire way to escape back to the surface and safety. Additionally mapping the dungeon can create a form of fixed layout where as what has been mapped and explored does not change (do not roll for random stair and passage connections as usual).
I think the concept might work best with an unkeyed (or mostly unkeyed) map where the contents are generated on the fly and by the book (for the most part).
Edited to make things more readable hopefully. Also expanded some ideas a bit.