Typically in old school Dungeons & Dragons games it takes a full turn (usually 10 minutes of game time) to search a 10' by 10' space. The player will tell the Dungeon Master which area they want to search and the Dungeon Master will describe (if anything) what has been found. This is straight forward enough, but who could this possibly work in a solo game of D&D in which everything is randomly generated? Searching a Dungeon Room in a Solo D&D Game The Judges Guild handled this problem quite well with their searching method described in the 1978 Ready Reference Sheets. This method handles the problem by allowing a roll on a table which may result in treasure, a trap, a secret passage, a wandering monster, a sound, a clue, a combination of any of these or nothing at all. The table may also result in what is called a "finding roll" which at the Dungeon Master's discretion can allow a roll on a sub table to see what mundane item is found. When rolling on t...
I've recently started experimenting with some simple rules in my OD&D solo campaign "The Castle of the Quest". I'm trying to create an interesting mechanic regarding management of excess treasure. The intention is to contribute towards keeping the motivation of characters high in terms of seeking out additional adventures and also attempt to create a more realistic economy that reflects the middle-ages. Things to Spend Money on in an OD&D Campaign - Part 3 I came up with the following rules for "Treasure Tallage" and "Squanderage" All characters must pay a tallage to the local ruler of the parties home base for any treasure acquired at a rate of 10-30% of the overall hoard. Once this has been paid, rangers, paladins and monks must donate all excess treasure from their share to a worthy cause, holding back no more than 250 encumbrance worth. Clerics must tithe 10% of treasure from their share. After each adventure when tallage, donations a...