A little question by Sam about how to create an adventure (as an excuse for using the Random Esoteric Creature Generator) for LOTFP lead me to write this answer. Sam's point was about "creating an adventure that is a garden for emergent story". I was in this exact situation a few months before and this question is still an open one for me. Thus I don't pretend to be any expert in this - but here what I have done as my first answer.
Making the dungeon
1) considering the regional context. Mine is the English Civil War. From this I had two obvious possibility for a first dungeon (there are more, but those are obvious): abandoned monastery/churches in various degrees of ruin (because of a royal decree of dismantling abbeys a century before) and the same with castles (because of the war)
2) putting the dungeon somewhere. I thought an underground Stonehenge maze but finally choose "the Tomb of King Arthur" based on the legend of Glastonbury Abbey who is in ruin. I thought it would be inspiring to think about how the Arthurian myth mix with LOTFP weirdness while building the dungeon, without any plans
3) picking an interesting map. I just stole the Holmes Basic 1977 Sample dungeon because I liked it - after wondering about a few Dyson map that could fit ver well too. Some variables guiding my choice: not to linear (you can directly go into three directions from the entrance) - there is no obvious path choice. Also the room are huge, so when you enter most of the room with torches, you don't see the walls just by entering a room - you need to explore it further to see them. There is a 4-doors room with a "statue" that open the door it face. I liked it because I imagined players using that as a way to avoid the terrible Esoteric Creature I would use.
4) I made the creature. I ended up with a six legs/four arms skin-translucid wolf-centaur (instead of horse) with a wolf's head who was capturing things in its lair to impregnate them and that could spit biting leeches (you could see them living in a nest in its translucid organ). I called that thing "The Lady of the Lake". I also put the Abbey near the sea without any consideration for the real Glastonbury Abbey consideration
5) I used the real map of the Abbey as a "surface level". I stole Ron's idea and put monk lepers living there in the remaining buildings. I used a mental remake of those two pictures :
Here is the sample dungeon map remade by Dyson :
We are getting in the meat of it now
6) I opted for more than one entrance. So I decided there was a pit, an entrance from the lake, and the "main" one of the map (near C) was the crypt of Arthur in the crypt of the Church itself. Then I decided where those entries lead in the dungeon map
7) I made a random tables of wandering things. Not all of them are necessary monsters or things to fight. Just thing there and we'll see in play with a reaction roll or any procedures. I selected possible social groups in the region and historical period. It's the english civil war so I putted: 2d6 Royalist Cavalry and infantries, 1d3 Roundhead (Parliament) cavalry, 1d6 lost/captured Quakers?, 2d3 Crazy Monks, 1d3 Ill impregnated monks, The Lady of the Lake, The Lady's Babies (from dead monk bodies), The Lady's Lair, some insect swarms, and bizarre stuffs but not too heavy surnatural monster that would put the Lady in shadow - that I picked up from Veins of the Earth (like ultraviolet papillons).(modifié)
8) I made a random table of "colour" things related to this table or picked up from things I've read and like. A chained skeleton with 8 arms, Monks with open ribs cage, an infinite chasm leading to hell (you can hear the screams). So I would "fill" empty rooms with those things that are just colour and not have just empty rooms.(modifié)
9) I made a similar random table for treasures with things that could fit this particular dungeon
10) I used a procedure Tommi sent me and described here: https://shamsgrog.blogspot.com/2009/02/restocking-dismal-depths.html
In summary, my explicit choices of variables were those: non linear map, huge rooms you can't scan just from the door, regional and historical context as inspiration for random tables, random tables specific to this particular dungeon for encounters and treasures, different social groups in presence that could lead to multiple interactions (with some antagonism between them), two levels but only on interesting on, many ways to get in and many ways to get out.
How it played
Ross asked me how did it play - and I'm happy to answer.
It was a first timer for new roleplayers who never played a dungeon and on of my old "cautious player" buddy. We played two session of a few hours. It took a lot of time to enter the dungeon when they encounter the lepered monk. Character creation and entering the dungeon took 2 hours for 4 players.They got out and tried to overthink, plan and strategize to the point I pushed them to make a decision. I'm wondering if, for this group, knowing they were new and knowing the tendency for cautious play of my buddy, it would have been better to put them directly in the entrance from the crypt without this surface threat. Between the first and second session we had a discussion about this with some players.
They saw fleeing Royalist Cavaliers fleeing from the surface and two of them thrown in the dungeon from the pit. They ran through the ruins and found Arthur's tomb in the crypt which lead to the "Main entrance (C). I kept four skeletons in the room B from the original dungeon, hidden in niches in the wall (it was still experimental) - there was a combat but not an interesting on. They met a Royalist Cavalier who had seen the Lady of the Lake and was afraid to death describing the lair and the thing. They made a few rooms and ended up in on of the biggest (K) where the saw a weird altar made in an old meteorite stone and impregnated monks praying there an image of the Lady (grotesque statue, no way to know the were impregnated). They stole a weird lantern with crystalline chrysalis that seemed to have value. The Lady appeared (from a random roll) and they all an as hell in the opposite direction - they ended up where they start so they got out of the dungeon with the Royalist Cavalier who was able to leave. I told them if they want to come back, the Royalist would tell the army and the army would raze the thing in 2D6 days.
I think it was a learning game for them: "you don't need to agree with the other players to make a choice", "interacting with the situation is rewarding". For instance, my "cautious" buddy (a mage) basically carried the torch for the group the whole thing, while other players, after the "planing" thing and a few discussion about that interacted with rooms and actually got the treasures without difficulty (but lots of anxiety).
Some things helped. Ron's description of how he played the wolf fight in its Ottoman Empire LOTFP game, and how to describe things after the roll. I used that in the first combat and even if the encounter in itself was not incredible, it was not boring and I think it helped to get a sense of how narrative authority was distributed.
Between the two sessions, one players told me he felt "pushed in a direction" - something I didn't feel doing myself. He told me some things like "I wanted to run in the crypts, but I could not leave the group, it would not be cool for them", "those monks was a huge threats and were getting around us, so it was like we see the threat then could not react" (they weren't moving or doing things). I asked a few a question lik "why could you not make your choice ? Do we need to agree with the whole player group about every character's choice ?". At the second session - two players were not anymore discussing but entering the rooms while cautious players were always "waiting and observing what happens".
The random table and reaction rolls were really interesting for me. They met this affraind Cavalier and at first were threatening and intimidating - but one of the player described at character creation that he had a Royalist Cavalier armor, so the NPC saw them as a way to get out of the dungeon and acted and interacted with players by pushing this only agenda ("gold is nothing if I'm dead, let's get out of there"). At some moment it created a tension because some of the players wanted to explore and he wanted to leave - leading to a Tarantinesque scene with weapons pointed, but it was defused by one of the player.
I'm really interested to know other answers to Sam's question. I'm also really thinking how to do it with D&D 4e, having watched the three first Barbaric Psychedelic videos and I'm amazed of what Ron did - but really don't know how to do :)