DungeonMorphs can be used for a solo or cooperative role-playing game. You can use the following rules & ideas along with any RPG. However, if playing solo we suggest a game with simpler mechanics to keep it easy for you to track your character(s) & foes!

  1. Generate a goal/quest outline.
  2. Pick the needed dice/cards.  For example, if you expect to navigate a kobold hideout, perhaps just grab a few of cavern designs from our Delver or Spellunker sets. But if you think a castle will be the focus, pick dice/cards that match what may be in the castle from our various dungeon sets. (Maybe the barracks from the Adventurer set, prisons from the Explorer set, general rooms from the Trailblazer set, etc.) You may not need all of them–and you can likely reuse designs for other purposes (the barracks design can be general rooms for example).
  3. Pick/roll for what forces & foes will be there.  You’ll want to consider a few that are unusual for the area because you might determine there is a foe in a place where it doesn’t make sense–a small room could be a closet with a mimic hiding or it may be a forgotten cell with a skeleton.  Perhaps find a list of tentative trap and treasure ideas too.
  4. Let your imagination guide you! See below for more.

As you explore:

  • Ask yes/no questions and use an “Oracle” to determine the answers.  For example, perhaps you’re wondering if it is foggy.  An Oracle for solo/co-op games gives you answers such as 1: “Yes, and…” with some special benefit; 2: a simple “Yes”; 3: “Yes, but…” with some complication; 4: “No, but…” with some helpful circumstance; 5: a simple “No”; 6: “No, but…” which is NO plus a complication.  Simpler Oracles exist, but this lends itself to a d6. You can adjust it based on the circumstances.  For example, if the area is unlikely to be foggy, then maybe add one to the result rolled.
  • As the PCs enter each area, roll  to determine if there are foes there. If not, roll to see if it is trapped.  Consider the circumstances.  If the area is a small closet, make the chance of foes less likely. If it is a large room in the guard barracks area, make the chance of foes much more likely. (Unless there is a reason not to.)
  • As empty areas are entered or the PCs backtrack, we suggest having a random encounter tracker. Start it at 2, and roll 2d6. If the result is less than or equal to the current random encounter tracker, something is there after all.  If nothing is there, increment it.  Each area the PCs wish to search or wish to be “stealthy”, increment this counter as well because they are taking more time. (Of course, if they are being stealthy, then it is possible any foes won’t notice them, whether the foes are picked due to the random encounter tracker or in the normal process of entering a new room/corridor.)