It’s meant to be played on graph paper. The general idea is a randomly generated dungeon crawl. When you get to a door, you roll 1d6 and draw the next room! Each M is a monster, and each L is loot, which also has random tables to determine what is what, or you could use random tables from any other system with the general idea.

    • AldinTheMage@ttrpg.networkOP
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      3 days ago

      Since I’m playing in a notebook, I will just shorten or slightly extend rooms as needed and make doors (they must have been hidden the first time through 😅) to connect to previous rooms. Here is a messy example from a recent game.

      Hand drawn map with interconnected tunnels and rooms

      • sbv@sh.itjust.works
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        3 days ago

        That looks great! I’ve always wanted to do something similar, but the conflicting backtracks would be some sort of weird non-euclidian space. But mapping that would be hard.

        • AldinTheMage@ttrpg.networkOP
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          3 days ago

          I would have Daggerfall flashbacks if I tried to map that 😅

          You could do that as an alternative to finding stairs down - instead you find a gentle slope that goes under the previous tunnels, then start a new floor.