Monday, January 26, 2015

I've been reading a bit about the concept of 'Five Room Dungeons' recently: http://1d4chan.org/wiki/Five_Room_Dungeon

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

8 comments:

  1. Multiple five-room sets could easily be chained to make larger dungeons, with the challenge level rising each time.

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  2. They are pretty flexible. You can use them in an abstract manner too. I run city quests as 5 Room Dungeons all the time.

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  3. I quite like all those 5 room dungeons, the premise is really good.  In writing those 5 rooms could be spread out a bit.

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  4. ie 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.

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  5. Good point Shane Ward. Almost like a flowchart/outline rather than a literal 5-room dungeon.

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  6. Johnn Four - I see you are credited with the original idea, thanks for commenting!

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  7. Great 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.

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