Dungeon creation is done by those with the @Game Master role. Players should ask a member with the GM role before their character enters the dungeon, and the chosen dungeon master is expected to control the dungeon for the full delve, unless they turn over duties to another due to inability to post. The dungeon is randomly generated. It does not have to make sense logically. The layout can be repeated until the day (in dungeon time) ends. There are a few places in the dungeon that have 100% links that are not randomized, and they will be noted. Only GMs can create these freely. Others must ask permission before adding a permanent link. ==== Dungeon Generation ==== A twenty-sided die is necessary. DMs can use a physical d20 or the dice channel using (command). DMs use the following links for generating dungeons, though there is wiggle room for keeping the play interesting. http://blogofholding.com/backings/dungeonrobberrules.pdf http://blogofholding.com/images/poster/reasonablysizeddungeonposter.png ==== Rolls and Challenges ==== The dungeon uses a d20 system for challenges. Using a character's stats and abilities, a DM can assign modifiers. A natural 20 results in a critical success unless the character has a negative modifier—which defaults to a regular success. In upper levels of the dungeon, challenge ratings follow this chart: 05 : very easy 10 : good chances 15 : pretty tough 20 : very difficult 25 : welp DMs should allow multiple ways to overcome a challenge. They should be fun and exciting. Monsters and Items: DM's will use their judgement/generators for loot, keeping in mind it may or may not be useful as found objects may have been lost, left behind, created by dungeon monsters, etc. Monsters will require care in spawning. They should not violate any hard limits, and must be able to be overcome by the present character.