Welcome, intrepid solo adventurer! Today we're diving into a quick and dirty method for generating dungeons without getting lost in endless details. After all, exploring and looting are the bread and butter of classic roleplaying, but when you're the only one at the table, being both the player and the referee can be a bit... well, exhausting. So let’s embrace a little abstraction and a lot of fun!
Abstract vs Concrete
Traditional dungeons are built and explored room by room. Imagine your character tiptoeing through dark corridors, inspecting every nook and cranny. In solo play, however, you end up asking the oracle too many specific questions—or worse, deciding everything yourself! The solution? A dose of abstraction. We trade detailed, turn-by-turn play for a breezy overview that lets your imagination do the heavy lifting.
Quick and Dirty
I'll admit it: my little procedure here is inspired by the brilliance of Ironsworn RPG by Shawn Tomkin, though perhaps a tad less polished. But if you need something fast and fun, here's the idea:
Dungeon Zones: Instead of laboring over every corridor and room, the dungeon is split into distinct "zones." Think of each zone as a connected cluster of rooms sharing a common theme.
Setting the Scene: When you first enter, roll on the initial theme table to set the overall mood for your adventure.
Adding Nuance: Each new zone gets its own twist by rolling on a modifier table. This not only spices things up but might also throw a pleasant curveball against the general theme.
Danger & Loot: Want a challenge? Ask the oracle if the zone is dangerous enough and roll on the danger table. Once you've bested the threat, roll on the reward table to grab some loot.
The following tables are designed to be terse and ignite your imagination, not to overwhelm it. Remember, context is key—and a little humor never hurt anyone!
Tables
Generating Initial Theme
| d6 | Age | Feeling | Denizens |
|----:|-----------|------------|-----------|
| 1 | Ancient | Uncanny | Savage |
| 2 | Primeval | Ominous | Predatory |
| 3 | Timeworn | Foreboding | Menacing |
| 4 | Weathered | Haunting | Ruthless |
| 5 | Aged | Eerie | Grim |
| 6 | Antique | Unsettling | Fierce |
Modifiers
| d6 | Space | Mood | Description |
|----:|----------------|--------|-------------|
| 1 | Spacious | Calm | Orderly |
| 2 | Open | Serene | Neat |
| 3 | Cramped | Somber | Worn |
| 4 | Constricted | Dismal | Dilapidated |
| 5 | Claustrophobic | Bleak | Faded |
| 6 | Confined | Grim | Weathered |
Danger
| d6 | Category | Source | Magnitude or Distance |
|----:|-----------|--------------|-------------------------|
| 1 | Trap | Architecture | Distant or Trivial |
| 2 | Ambush | Mechanisms | Minor or Peripheral |
| 3 | Hazard | Creatures | Approaching or Moderate |
| 4 | Puzzle | Magic | Nearby or Noticeable |
| 5 | Curse | Inhabitants | Concerning or Imminent |
| 6 | Intrusion | Nature | Immediate or Pressing |
Reward/Loot
| d6 | Type | Value | Quirk |
|----:|-----------|--------|------------|
| 1 | Coinage | Modest | Tarnished |
| 2 | Relic | Fair | Unstable |
| 3 | Gemstone | Decent | Inscribed |
| 4 | Equipment | Minor | Mismatched |
| 5 | Potion | Meager | Spoiled |
| 6 | Curio | Humble | Hollow |
Sample Dungeon
Let's put theory into practice with a quick sample dungeon!
Rolling for Theme
6, 1, 6 yields Antique, Uncanny, Fierce (denizens).
As I cross the threshold, I instantly feel an unsettling vibe. The old stone walls are marked by ancient artisans, and a glint of gold in the stone gives it a surprisingly regal look.
Entering the First Area
3, 1, 6 yields Cramped, Calm, Weathered.
The entrance is rather small—a cluster of rooms filled with weathered remnants. Rotten furniture lies scattered on an uneven, broken floor, and eerily, there’s not a sound to be heard.
Rolling for Danger
1, 2, 5 yields Trap, Mechanism, Concerning.
I approach a peculiar door made of wood and brass, mysteriously lacking a knob. A small opening encircled by blades, their edge stained with dry blood. After some careful tinkering, I dismantle the mechanism and open the door.
Entering the Second Area
4, 3, 2 yields Constricted, Somber, Neat.
These corridors are neatly built yet rather small. The walls show signs of better days, and while there’s no life at first glance, you can’t shake the feeling that something lurks in the silence.
Rolling for Danger Again
2, 5, 2 yields Ambush, Inhabitants, Minor
Suddenly, two small reptilian creatures appear! Brandishing tiny spears, they let out an inhuman shriek that shatters the corridor’s calm. After a brief skirmish, I manage to dispatch one while the other flees deeper into the dungeon.
Rolling for Reward
5, 5, 3 yields Potion, Meager, Unstable
Inspecting the rather smelly corpse, I find a small flask filled with a dense, brown liquid. It smells suspiciously like alcohol... or perhaps something explosive? Only one way to find out!
There you have it—a quick, dirty, and entertaining way to generate a dungeon for your solo TTRPG adventures.
Happy delving, and may your rolls be ever in your favor!
This method could work great also for a dungeon on-the-fly a GM decides to plug into a session! ...or is there anything I miss?
Love the feelings column. A lot of people neglect that. They will use adjectives to describe the over all look of a dungeon but not always the vibe from the dungeon. Of course a PC might be clueless! Then they shouldn’t be in a dungeon! 😊 the second table Modifiers expands on the “feelings and vibe” too. Love it!