this post was submitted on 10 Jul 2025
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Micro-maps

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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.

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[โ€“] sbv@sh.itjust.works 4 points 13 hours ago (3 children)

That's awesome. How do you handle backtracks that don't line up?

[โ€“] AldinTheMage@ttrpg.network 2 points 11 hours ago (1 children)

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 ๐Ÿ˜…) to connect to previous rooms. Here is a messy example from a recent game.

Hand drawn map with interconnected tunnels and rooms

[โ€“] sbv@sh.itjust.works 2 points 10 hours ago (1 children)

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.

[โ€“] AldinTheMage@ttrpg.network 2 points 10 hours ago

I would have Daggerfall flashbacks if I tried to map that ๐Ÿ˜…

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.

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