Adventure Craft: Rapid Development - Part 2
Last week I looked at a Random Encounter Generator that provided an encounter idea and corresponding low level encounters based on the tables in the back of the Moldvey edition of D&D. This week I’ll use that information to populate a map and look at ways to quickly make decisions about what elements to keep or change based on the output from the random generators.
Generating A Dungeon Map
Gozzy settings for dungeon levels:
Line Type: Wandering Line Type
Map Size: Small
Room Density: Highest
Maximum Room Width: 7
Maximum Room Height: 7
Background: Tartarick Flight
Tile Set: Plain White
Randomness: Highest
Level 1

Level 2

Generating A Cave Map
For the Level 3 cave map we use the Random Cave Map Generator with the following settings:
Gozzy Settings:
Map Size: Small
Cave Density: High
Wall Type: Standard
Cave Floor: 7
Background: Plain Black
Entrances: Two
Overlay Grid: Yes
Level 3

Links:
[http://www.peccable.com/roleplaying/moldvay.php]
[http://www.basicfantasy.org/treasure.cgi]
[http://www.gozzys.com/article.php?cm_id=8]

