I tried using the AD&D random dungeon generator for solo play, but didn't much like the experience. It felt more like an exercise in accounting than in actually playing a game, in which I would roll some dice, look up a table, mark a room on my graph paper, roll some more dice to stock it, then roll some more dice to see if any of my characters take damage or not. I thought it was a great tool for creating and stocking a dungeon ahead of time for an actual game session, and it would lead to some unique and interesting layouts with some surprisingly devious monster and trap placements, but not one for creating a dungeon on the fly. I think the real problem is that you have to switch "modes", between creating the dungeon and playing through it, and its much more fun to stick to just one operation.
Even though the system is limited, it provides all the necessary materials to expand the system into a full featured dungeon crawl, simply by injecting a few rules. I like this chart from the D&D Basic Set for stocking a room's contents:
It's a lot simpler than the AD&D tables, and you don't need AD&D's room layout tables anyway. Simply roll on this chart for every new tile, and couple it with the wandering monster charts. It creates a simple, efficient dungeon crawl that doesn't require a gamemaster, and so can be played solo or cooperatively.
The D&D Adventure system board games use a stripped down version of D&D 4th edition rules, with PC powers and abilities being represented on cards. To play this using any other system, simply replace the characters with your own, and roll up your own character sheets and equipment, using the rules of your favorite RPG.
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