Friday, October 4, 2019

Random dungeon generation for solo play

Is almost exactly like homework. In fact, using dice for all content generation and action resolution requires you to write notes in a log to keep track of it all, an exercise that’s mechanically indistinguishable from doing actual paperwork. Playing D&D solo leans heavily on the “theater of the mind” play style, which necessitates the need to record everything. As a solo RPG player, you take on the role of the DM, player, and as many PCs and NPCs as exist in the game, and managing all that with pen and paper is tedious.  The bookkeeping killed solo RPG for me.

So I looked to board games, miniatures, map tiles, and any other tactile player aids I could use to eliminate the massive overhead of solo play, and more accurately emulate a live session of D&D, where nobody records anything but everyone is following along.

I accomplished this by limiting the scope of the game. Instead of the freewheeling open nature of a full RPG, I restricted it down to just dungeon crawling and hex crawling. The AD&D 1e rules are very comprehensive on the topic of dungeon crawling, and while its wilderness travel rules aren’t the best, they are extensively detailed. These rules can be supplemented and in cases replaced by the more elegant, streamlined rules from the BECMI sets.

Randomly generating an endless dungeon or wilderness becomes boring in short order, but the BECMI books have a crucial bit of advice that’s completely absent from the AD&D text, which is to first create a goal for players entering the dungeon. This is also an idea lifted from the D&D adventure system games - create a goal room, and add it to the random generator table. The point of the game then becomes to adventure until the goal room is reached.

The Basic rule book admonishes to choose a scenario first when creating a dungeon, but the 5e DMG has the most comprehensive list of options, and even tables for story content and plot twists that can occur during the game. These story game charts can add an extra dimension to the otherwise staid dungeon crawling.

And the easiest way to replace dice rolling on a table is to transfer the entries onto cards, then after drawing a card, replace it into the deck and reshuffle it.

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