In my humble experience, most random Dungeon creation systems are:
- So random as to be totally arbitrary.
- Not designed for GURPS.
Both of these things seem like big mistakes to me! So I tried to make a random Dungeon creator that would:
- Make at least a bit of sense (by Dungeon standards)
- Slot right into GURPS’ normal mechanics – the skill system, etc etc..
You can tell me whether or not I’ve succeeded!
Q. What’s so interesting about this Dungeon Creation system?
A. Thanks, friend – I’m so glad you asked! Most random dungeon creation systems are made for the GM to use during preparation: first the GM rolls up a dungeon, and then, during the session, the players enter it.
This system is designed to require no preparation – in fact, it’s meant to be used in play, so that the Dungeon is generated as the characters move through it.
This makes things a bit more complex, but I needed to do it this way, since it’s designed to fit in with my larger system for collaborative, GM-less GURPS play. But you don’t have to use it for collaborative play: you can definitely use it to generate Dungeons for a traditional GM-and-Players game, too.
Anyway, enjoy! I hope you like it.
(If you do, you might also be interested the other elements of the system – the adventure creation system, the world creation system, and so on. Plus the systems for Traps, Encounters, Monsters, Treasure etc, still to come in future posts.)