I've been reading a bit about the concept of 'Five Room Dungeons' recently: http://1d4chan.org/wiki/Five_Room_Dungeon
It seems a useful concept for brainstorming one-off sessions, particularly if running an impromptu game. The general outline is:
1. Guardian
2. Puzzle or other challenge
3. Trick or Setback
4. Big Showdown
5. Reward, Revelation
http://1d4chan.org/wiki/Five_Room_Dungeon
Multiple five-room sets could easily be chained to make larger dungeons, with the challenge level rising each time.
ReplyDeleteThey are pretty flexible. You can use them in an abstract manner too. I run city quests as 5 Room Dungeons all the time.
ReplyDeleteI quite like all those 5 room dungeons, the premise is really good. In writing those 5 rooms could be spread out a bit.
ReplyDeleteie pirate scenario 1. A group of pirates guarding the first part of a lair 2. finding partial piece to a treasure map. 3. A riddle the concludes the second part of the treasure map. 4. A showdown with the first mate. 5. finding out that the captain was mutinied.
ReplyDeleteGreat for a short game.
ReplyDeleteGood point Shane Ward. Almost like a flowchart/outline rather than a literal 5-room dungeon.
ReplyDeleteJohnn Four - I see you are credited with the original idea, thanks for commenting!
ReplyDeleteGreat for a one shot or between major adventures, um, adventure. I like Doug Anderson's idea to string together a number of them and Johnn Four's concept: these aren't necessarily rooms but events in the adventure. Hence the five room concept (or 5x5, whatever) can be turned into something more. Cool stuff.
ReplyDelete