Confessions of a Lazy GM: Quick Encounter Design with the 5 Room Dungeon

Hey everyone,

You might know me as TheCrazyGM from my coding and Hive adventures, but the "GM" part originally stood for Game Master. I absolutely love tabletop roleplaying games, but here's a secret: just like I'm a lazy computer user who loves to automate, I'm also a pretty lazy GM. I'm always looking for ways to make prepping and running games easier without sacrificing the fun.

Today, I want to share one of my favorite "lazy GM" tools: the 5 Room Dungeon concept.

What's the 5 Room Dungeon?

It's a simple framework for structuring an adventure or a significant encounter. Despite the name, it doesn't literally have to be five physical rooms in a dungeon. Think of it more as five key "scenes" or stages that create a satisfying narrative arc. Most explanations break it down like this:

  1. Room 1: Entrance and/or Guardian: This is how the players enter the situation and often face an initial obstacle, gatekeeper, or challenge that sets the tone.
  2. Room 2: Puzzle or Social Challenge: After the initial entry, players encounter something that can't just be solved with brute force. It requires thought, interaction, or skill.
  3. Room 3: Trick, Setback, or Complication: Just when things seem to be progressing, this room throws a wrench in the works. It’s a twist, a complication, or something that makes the players re-evaluate.
  4. Room 4: Climax / Big Challenge / Boss: This is the main event the previous rooms have been building towards. It could be a big fight, a crucial confrontation, or a major decision point.
  5. Room 5: Reward, Revelation, and/or Exit: After the climax, there's a payoff. This could be treasure, crucial information, a plot twist, or an exit that leads to the next part of the adventure.

Example 1: The Classic Goblin Cave (A "Real" Dungeon)

Goblin Caves

Let's say your players need to retrieve a stolen MacGuffin from some goblins.

  • Room 1 (Entrance/Guardian): The cave mouth is narrow and guarded by two sleepy (but easily startled) goblin sentries. Maybe some crude traps (tripwires connected to noisy pots) are here too.
  • Room 2 (Puzzle/Social): Inside, a chasm blocks the main passage. A rickety rope bridge is the obvious way across, but it looks unsafe. Alternatively, the goblins might have a password or a specific way of signaling to their kin on the other side if the players could somehow capture one and get the information.
  • Room 3 (Trick/Setback): After crossing the chasm, the players find what looks like the main goblin camp, but it's mostly deserted. They hear noises deeper in. As they investigate, a small goblin sneak ambushes them from a hidden passage, or perhaps a cave-in blocks their way back, forcing them forward.
  • Room 4 (Climax): This is the goblin chieftain's lair, where they find the chieftain, a few tough goblin guards, and maybe a goblin shaman, all protecting the stolen MacGuffin. This is the big fight.
  • Room 5 (Reward/Exit): Once the chieftain and guards are defeated, the players retrieve the MacGuffin. They might also find a small stash of treasure, a map leading to another adventure, or a hidden tunnel that provides an easier way out than they came in.

Example 2: Getting Info from a Barmaid (Not a Dungeon at All!)

In the Tavern

Okay, now let's apply the principles to a social encounter. Your players need to get some sensitive information from a wary barmaid in a busy tavern. She knows something, but she's not eager to share.

  • "Room 1" (Entrance/Guardian - Approaching the Target): The initial approach. The "guardian" here is the barmaid's natural reluctance, her busyness, or maybe even the watchful eye of the tavern owner. Players need to get her attention in a positive way (a good tip, a polite word, waiting for a lull).
  • "Room 2" (Puzzle/Social Challenge - Building Rapport): This is about overcoming her initial resistance. It's not a combat puzzle, but a social one. Players might use Persuasion, Insight to figure out her motivations (is she scared? does she want something?), or maybe offer a small, non-monetary favor. They need to find the "key" to get her to open up.
  • "Room 3" (Trick/Setback - The Complication): Just as she starts to share a useful tidbit, a complication arises. Maybe a nosy regular patron sidles up, interrupting. Perhaps she gets called away by the tavern owner suddenly. Or maybe she gives them a piece of information that seems helpful but is actually a minor misdirection or a half-truth, testing their resolve or requiring them to dig deeper.
  • "Room 4" (Climax - The Crucial Exchange): This is the moment of truth. Having navigated the initial hurdles and the setback, the players make their final plea, offer the right incentive, or ask the perfect question. The barmaid, perhaps seeing their sincerity or her own advantage, finally reveals the crucial piece of information they've been seeking.
  • "Room 5" (Reward/Exit - The Payoff & Next Steps): The players get the information – that's their primary reward. But there might be more: the barmaid could become a friendly contact, offer an additional clue, or warn them about a related danger. This "exit" sets them on the next stage of their quest.

Why This Works for Lazy GMs

Using the 5 Room Dungeon framework, even for non-dungeon encounters, gives you a simple structure to hang your ideas on. It helps ensure a good flow, a mix of challenges, and a satisfying conclusion, all without needing to map out every single detail. It’s a great way to quickly prep an engaging session.

What are some of your favorite "lazy GM" tricks or encounter design frameworks? Share them in the comments!

As always,
Michael Garcia a.k.a. TheCrazyGM



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So Im working on a text based game. I was all into a game in the 90s called Darkness Falls... Im trying to make a Hive MUD, is one of my next things. Im also currently working on a PeakeCoin dex... but I was really reaching out because I can't get my peakecoin_matic.py bot to cancel its oldest or least likely to trade order.

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It's the same issue as before, you are trying to put the key in the required auth or required posting auth:

I noticed in cancel order:

def cancel_order(account_name, order_id):
    """Cancel an order by its orderId."""
    payload = {
        "contractName": "market",
        "contractAction": "cancel",
        "contractPayload": {"orderId": str(order_id)},
    }
    tx = TransactionBuilder(blockchain_instance=hive)
    op = Custom_json(
        required_posting_auths=[HIVE_ACTIVE_KEY],  # <--- this is wrong
        required_auths=[account_name],
        id="ssc-mainnet-hive",
        json=jsonlib.dumps(payload),
    )
    tx.operations = [op]
    tx.sign()
    tx.broadcast()
    print(f"❎ Cancelled order: {order_id}")

Think of it this way, it'asking who's auth do we need, so we have the two fields: required_posting_auths=[] because we don't need anybody's posting auth for this call. Then in required_auths=[account_name] because we do need the active auth of the account for this call. Has nothing to do with the keys, just whose account do we need access to, to do this action. you could actually even omit the line you don't need at all for the custom json. for example it could very easily read:

    op = Custom_json(
        required_auths=[account_name],
        id="ssc-mainnet-hive",
        json=jsonlib.dumps(payload),
    )

You have this problem in a couple of the functions in place_order.py e.g. the buy / sell / cancel

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Fudge.... Days of work. It's easy to get caught up in the same frame of mind. Appreciated. Want to work on a text based rpg?

I've also started on PEK Dex but that's a side project when I hit stalemate with things like this.

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