Tuesday, March 19, 2019

Procedure for solo dungeon adventuring with AD&D

1. Random dungeon generation (Appendix in the Dungeon Masters Guide)
  • Generate rooms from Table V 
  • Generate room features
  • Generate monsters, traps
  • Determine treasure in room 
  • Generate doors and exits
  • Use graph paper for dungeon layout, and a dry erase battle map for miniatures combat 
2.  Player Characters begin exploring
  • Record the beginning of each turn

3. Engage monsters
  • Determine surprise (p. 61 COMBAT)
  • Determine encounter distance (p.62 )
  • Consider avoiding or parleying with monsters (p. 63)
  • Consider pursuit and evasion of pursuit if detected (p. 67)
  • Roll Initiative and begin combat procedures
  •       Procedures from  Here
  • Tally the total rounds of combat to determine time spent, rounding up to next whole turn
4. After encounter has been resolved or avoided, PCs explore room
  • Use Movement and Searching procedures (p. 96)
  • Roll checks to determine if PCs are aware of traps, hidden objects, items and secret doors
  • Distribute treasure(s)
  • Tally the total time spent in room search procedures
5. Move to next room
  • Attempt listen at doors, lockpicking, door bashing
  • Organize PCs in movement formation
  • Move  through current room (all intra room movement is assumed to happen in one turn)*
  • Exit room and go to new room
6. Repeat steps 1 - 5 for successive areas in the dungeon, until the party decides to escape or rest


*I've come to the determination that movement speed per room is largely irrelevant. The large distances a PC can cover in one turn (whether encumbered or not) makes it more convenient to assume that the PC is doing all sorts of little wandering around the room throughout the whole turn, and even moving from one end of the room to the other can all be managed within one turn. Only separate actions, such as detection of hidden features or picking locks, add extra time to what is spent in a room.

This is a house rule, but I consider it a 'soft' house rule since it doesn't contradict or override any existing rule, and preserves the structure of the original rules.  Also, AD&D is a game where the judgement of the DM is absolutely required in order to make the game run at all.

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