At the beginning of the year, I dug into my own process and was trying to figure out where I could make things more efficient, if at all. It seems like a good time for an update and a look at what has improved.
Maps
The map process is the same: jam out 1-2 dozen maps from Watabou’s dungeon generator. I’ll keep these on hand in a folder so I can pick one closest to what I need for a concept.
I keep a few hand drawn maps from various illustrators available, but those are usually stuff that’s not in a dungeon; a city street, a manor, a farm, etc.
Improvement: Dungeon Stocking Ratios
I gave up on dice rolling to random stock dungeons and just assign based on ratios: 1/3rd empty (or has a neutral/friend NPC), 1/6 traps, 1/6 monsters, 1/6 treasure, 1/6 treasure + trap/monster. Part of what ate up time was trying to work my brain around what the dice produced AND stay true to my idea that things should make some level of sense.
It might make things a touch more predictable but I’m not sure anyone is really looking to find 3 empty rooms after you clear the big nasty of the dungeon.
Improvement: Dungeon Keying
For years I used the usual sort of “number + entry” thing you see in a lot of pre-written adventures, except it’d be my notebook. And I have like 17 notebooks. When I moved over to putting it on Google Docs, it was still a mess to navigate.
Now it all goes on a spreadsheet on Google Sheets.
- Each Dungeon or Town is a tab
- A preview image of the map goes on the bottom.
- Each room/keyed area in a dungeon is a row
- Columns: Threats, Treasure, Description, Doors+Other Notes
- Monster threats get a hyperlink to the monster description, plus notes on how many ,etc.
- Doors + Other notes includes stuff like what’s locked, stuck, etc. and if making noise causes neighboring monsters to come by, etc.
- I have a separate section for “overall dungeon features” – random encounters within the dungeon, if things have a shared cultural look or language, etc.
It looks ugly, but it’s easy to navigate and works well for me. Having it be online means if I get an idea, I can pop open the file and drop it in, including during breaks at work.
Improvement: Treasure Stocking
Much like the random roll problems of dungeon stocking, random rolling treasure meant I spent a lot of time trying to rationalize when the dice got funky. “Wait why is there (very expensive) gems right here?” “Hold on, this super intelligent boss type has this wack ass treasure? What.” etc. It’s not beyond me to come up with these things, but it’s more brain power than I want to devote during prep.
Now I pretty much look at an approximation of how much treasure I think this dungeon should have based on the copper reward/xp per level guidance for Errant, and then sort of backwork based on what’s contextually sensible. “Oh, it’s the library of the Grand Sorcerer. Let’s see…. Errant says an arcane book is worth 3000 CP and this guy is legendary, I’ll say the 11 books are worth double that, but the problem is finding buyers…”
I also generally weigh a bit more value on “pain in the ass treasure”. A small gem is worth a lot of money for the weight, it’s not that big of a problem to get out of the dungeon. The human-sized marble figure is VERY hard to get out of the dungeon safely and should be worth a LOT of money, also including the fact the players may have to hire extra people to help transport it BACK to a town where they can find a reasonable buyer. The bigger the pain, the bigger the purse.
World Building
Yeah, most of the time is still pouring environmental storytelling and lore into the dungeon. I’m not working out big histories or anything, but I’m still treating many of them as very, very old disasters the players are uncovering much later. It helps that Errant sets up languages as a free lore skill in many ways and I can just look at what languages my players chose and make sure to stack info in those ways in my prep. And this time is mostly coming up with cool descriptions of the weird shit.
Anyway, I’ll probably do another update at the end of the year and see what’s stayed the same, and what’s been refined.
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