15 Comments
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Nick's avatar

That’s very good. I like starting with a simple system then adding details or additional tables as I grow more curious.

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Kate Korsaro's avatar

thank you dear! I tend to make things as terse as possible to make them reusable. Adding details can be done later or in real time

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Ben's avatar

Very cool!

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Kate Korsaro's avatar

Thank you dear!

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Ivo Ziskra's avatar

Nice tables for creating a dungeon without too much thought or trouble.

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Kate Korsaro's avatar

thank you dear! They can be improved, expanded, changed... It's just one possible take

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Ivo Ziskra's avatar

You're welcome. I was thinking already how to retheme it for cyberpunk setting.

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Kate Korsaro's avatar

and when done, let us know! Out of curiosity, would it be a physical delve or something like hacking the cyberspace? (or both?)

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Ivo Ziskra's avatar

I was thinking a physical delve, but cyberspace would be interesting, too. So I guess both, but likely to start with the physical.

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RobinPlays's avatar

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!

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Kate Korsaro's avatar

It's just about terseness... a feeling may convey much more information. On the other hand, to convey the feeling you would need endless tables of descriptions!

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David Rollins's avatar

The open nature of the tables leaves a lot to your imagination, but that comes off as a feature rather than a bug in your examples. It reminds me of how you work with your own expectations in the Mythic GME. This way you get the kind of dungeon crawl you want without custom tables.

I wonder if another table to give an overarching purpose to the dungeon that would inform the interpretation of all the results would add to what you get, or take something away?

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Kate Korsaro's avatar

There's no right or wrong way to go dungeon delving solo, that's the beauty of it. It all depends on what you, as a player, really want. Do you prefer a detailed crawl, exploring room by room, square by square? Do you need to know every piece of furniture, the smell, and the overall atmosphere? There are many great resources for that style of play. My approach leans toward a different balance between flow and detail.

To answer your question: If the dungeon delve is played in isolation, then yes, you'll need more details, and having an overarching purpose would be great! If it's part of a larger adventure, then the context should provide those answers.

Suppose you hear a rumor about some ruins north of town. Naturally, you'd want to gather more information, right? That process should provide the answers you need.

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GMaia's avatar

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?

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Kate Korsaro's avatar

If referee is in hurry or just need to create something on the spot, this method is good enough. I think though that in guided play, referee should have something prepared. Random tables are... well, random and may lack coherence or twists or the right mood. But nonetheless, this is usable in many situations. What applies to solo play, also applies to guided, in my eyes. Guided has advantages, mainly the interactions with other people :)

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