Ok, so the poison dart room is here, and then the ice-statue room is here.
No, wait, I'll do it the other way around.
No, wait, actually, it doesn't matter does it?
I mean, I'm pretending it does, but really, either way, it's a dungeon and the PCs can go wherever they want and they're just as likely to wander into one as the other. Or both, or one first and then the other.
I mean, I could just have a blank map and roll randomly for every room.
Ok, no, that's not exactly true, some rooms have a teleologic--boss goes at the edge, eerily quiet room goes in a very specific place, the mystery tunnel goes there, the plot-seed rooms must be choreographed with some care, the gears must be next to the grinding room, etc...
But, honestly, half the rooms, they could go anywhere, right? Why pre-determine them? Just have a random table of random rooms like wandering monsters.
-it's a small dungeon where the PCs won't level up in the middle, and...
-the "plot-important" rooms, and rooms that mechanically relate to each other are already properly placed and properly spaced, and...
-whatever architectural model the dungeon is supposed to represent is accurately reproduced (like if it's an old house it has bathrooms, kitchen, etc, in basically the right place).
Then why not just have an empty map with a random table of pre-written rooms and you roll on it each time the PCs go into a room?
Pros? Cons? Discuss...
[Three Hexes] Wizards and the Windy City
2 hours ago