a blog of short and medium length ttrpg thinking posts

Wednesday, March 10, 2021

solo dungeoning experiment

I have done very little actual dungeon crawling in my gaming career. I have also done basically no solo gaming, so I was inspired to try to get a feel for both things in a more practical and less theoretical way. So, I made myself some dungeon tiles:

I decided to fill in the empty spaces red after I took this. Passages (round) have about a 1 in four chance of traps and a 3-in-8 chance of being the sometime abode of monsters. Most of the treasure (triangles) is in the larger chambers (square) which are much more likely to contain monsters. And I adopted a probably absurdly basic dungeon crawling procedure:

  • For every new tile, roll two distinct dice. If there's a random chance of something bad, that's keyed off the darker die. If there's a random chance of something good, it's keyed off the lighter die. Doubles mean wandering monster.
  • If part of a larger chamber is drawn, draw more chamber pieces until the chamber is complete. If there are multiple keyed things in the chamber check separately for each.
  • When a monster is indicated, roll a die: 1-2, their strength is 1 per monster, 3-5 it's 2 per monster and 6 it's 3. Another die indicates number, divided by strength (round up).
  • In a fight, every 2 companions or 1 fighter adds a die. Monsters roll their total strength in dice. Every die hits on 2-in-6 and a hit figure can save on 2-in-6 or die. If you want to escape from the fight roll your opponent's strength or better on two dice.
  • A triggered trap hits one figure, who can save or die.
  • If you find the magic fountain, you can wish. Roll a game of craps; if you win, you get your wish and if you lose a water demon (1x4, takes two hits to kill) attacks you.

With that established, I set about dungeon crawling. We set out with two fighters and four companions. Not all of us would escape the dangers of the dungeon.

  1. From the exit we went North to an empty passage.
  2. West, we encountered wandering monsters (1x3) whom we defeated without a loss.

  3. North, the passage was trapped but we evaded it.
  4. North, an empty passage.
  5. North, a chamber opened before us with monsters (2x3) but no treasure.
    We fled (6+ on 2d6) and escaped back down the passage, evading the trap again.
  6. Returning to the exit, we struck East, where a chamber opened again containing monsters (2x3) but no treasure. We chose to fight, took down one of them but lost three of our companions, then fled (4+ on 2d6).
  7. West of the exit is the only way left, where we lost our last companion to a trap. Foolishly, we pressed on.
  8. South, there was a chance of a monster but none was present.
  9. East, an empty passage.
  10. East...a magic fountain! We chose to wish, and were immediately rewarded. Being sentimental, we wished our friends back to life. Then, feeling confident again, we pressed on.
  11. Returning West and then South, we found monsters (2x2) lying in wait.
    We dispatched them with no losses.
  12. East, more monsters (4x1).
    We fought and defeated them, but they killed all our companions (who had only just been returned to life).
  13. South, empty passages.
  14. East, more of the same.
  15. East...a trap! Which killed one of our fighters.
  16. North, nothing.
  17. East, we found an alcove with a bit of unguarded treasure!
    Now all that remained was to evade the two traps encountered on the way over (which our last fighter did) and finally to escape the dungeon with a bit of loot (but five dead friends...)

I'm not sure what my reflections on this experiment should be. It was pretty fun, but in the future I probably wouldn't document with photos since that took me out of the game a fair bit. 

  • The combat worked, I think, but monsters are probably a bit too strong, perhaps monsters with 1/2 (companion), 1 and 2 strength would even things out somewhat. Probably also include a wizard who can toss +2 dice onto a round a limited number of times.
  • Using some sort of reaction or negotiation options rather than automatic hostility would be good too. 
  • Traps felt...ok? I liked the danger of knowing we had to backtrack past them, but losing party members to traps felt kind of arbitrary.
  • I liked the wish, although I had not decided when I included it what things could be wished ofr. Having more random magic in the game would be fun.

2 comments:

  1. Cool stuff, thanks for sharing!

    "Using some sort of reaction or negotiation options rather than automatic hostility would be good too."
    Maybe a comparison of the monster number or strength and the party's numbers?

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    Replies
    1. Yeah, that could work. Another thing that probably would have been good is morale checks when a party falls below, say 50% of the strength they started the fight with.

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