Introduction
This guide introduces a method for playing through procedurally-generated dungeons in solo RPG sessions. The goal is to keep things simple and focus on the procedure. Using this method, the story emerges from the procedure — not the other way round.
This works best for dungeons that you would revisit, rather than one-offs (such as mega-dungeons). It creates a genuine feeling of exploration, since you know that it is a place you will be returning to and that your impact on the area will help you in future (or bite you in the ass).
Requirements
Encounter generator
Use your system of choice for this — you’d want something that allows you to roll encounters dependent on the dungeon level.
Map generator
Recommendations: Sandbox Generator, AD&D DMG Appendix A
General stocking list
(Optional) Special list/Trap list
Recommendations: Sandbox Generator, D30 DM Companion
(Optional) Details list (for smaller dungeons)
For smaller, thematic dungeons, I would recommend making a list of details, to be rolled every room.
For example, in a crypt: 1-3 Nothing 4-5 Corpses 6 Shrine.
Feel free to expand on certain entries.
For example, for the corpses: 1-3 Human 4-5 Animal 6 Monster.Don’t be too specific with your details! These will be rolled alongside the general stocking list — Allow yourself creative flexibility.
Keying the Dungeon
Along with the map, I would have two columns for the dungeon key.
In the left column I would key how I found the room.
On the right column I would key anything I did that had an effect on the room.
Yes/No Oracle
For yes/no questions, roll a d6. 1-3 is no, 4-6 is yes. 1 and 6 are extremes.
Optionally, 3 can be “no, but” and 4 can be “yes, but”, or just a very weak version of that result.
For likely/unlikely roll 2 dice, picking the higher/lower.
Simple Unified Dungeon Stocking
I mentioned it’s useful to have a general stocking list. Here’s one based off BX chances, but applied to a 2d6.
Dungeon Stocking List (2d6)
2 .Empty
3. Treasure
4. Monster + Treasure
5. Empty
6. Empty
7. Monster
8. Special
9. Trap
10. Monster
11. Trap + Treasure
12. Special
Encounters
Encounter List (d10)
1-4 .
5-6.
7-8.
9.
10. Random Encounter
On rolling a 10, roll for a random encounter based on the dungeon level you are on.
On rolling on an empty entry, roll for a random encounter or generate a creature and fill it in.
You may notice that the encounter list is staggered in terms of probability. This makes it so that there is a “dominant” faction on each level. Feel free to adjust this, or make the chances equal.
This way, over time you will get more familiar with what lives in the dungeon — factions naturally emerge. However, you can still be completely taken off guard, especially when you roll a 10!
Restocking
On new excursions, things may have changed in the dungeon. Roll for each room:
Simple restocking table (d10)
1-3. Monster
4. Treasure
5. Monster + Treasure
6-10. Nothing
Roll twice and take the lower if you haven’t been in the room for 2 excursions or more, or if it’s a particularly volatile area.
On-the-Fly Lists
Sometimes, it can be worth making a small list to roll on, especially if you have a few possible answers to a question.
I like to think of them in terms of common/uncommon/rare.
What is the orc hiding? (d6)
1-3. Silver (Common)
4-5. Map (Uncommon)
6. Magic Item (Rare)
Obviously, you can have equal chances (1-3, 4-6), or no rares (1-4, 5-6), etc.
Procedure
Stick to the dungeon procedure and keep track of time, random encounters and light.
For encounters, remember to check for:
Surprise
Distance
Reaction.
This can make even simple encounters interesting! A thorough explanation can be found here.