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
    link
    fedilink
    English
    arrow-up
    2
    ·
    2 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
      link
      fedilink
      English
      arrow-up
      2
      ·
      2 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
        link
        fedilink
        English
        arrow-up
        2
        ·
        2 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.