- Method A: begin with the entrance corridor. Roll 1d6. Results of 1-5 are dead end rooms accessible off the corridor. 5 or 6 is a choke (a room with another exit to a new region of the dungeon). Roll up rooms connected to this hallway area until a six result occurs - you then start with a new hallway region beyond the choke. The five result choke is simply an alternate choke (allowing some minor choke networking associated with the hallway region) to result six which is a major region separator.
- Method B: decide the number of rooms in the dungeon. Roll 1d6 for each to determine the degree of interconnectivity (1-6 directions of connection: north, south, East, West, up, down). Connect rooms with upward links to those with downward links, East to west, north's to Souths.
- Method C: roll 3d6 to determine dungeon room position in x,y,z axis and then number them. Then determine the interconnectivity of rooms...so you might have cave 1 linked to cave 20 directly by a narrow Crawl way that slides down from dungeon level 1 from dungeon level 5.
All three call for a basic network of Encounter connectivity which is then developed further.
I then apply a theme to it. If it's caves the walls are rough and there will be little to no stonework. Links are more likely to be vertical.
- Hand full of d6s.
- Roll on paper.
- Location is Hut.
- Number is family members.
- Draw a map.
- Note NPC's by name.
What do you prefer?