- To start with, you should normally begin by going directly to a random room on Table V. (The "Start Areas" on p. 169 are visually arresting, but that's actually a secondary, optional start possibility. You don't want to re-use those a lot.)
- The tables probably generate more 45-degree passages and 20'-wide corridors than Gygax himself would actually use by default. Be ready to ignore or override those results a lot if they don't fit well into your map; in particular, I make all 45-degree passages automatically 10' wide (ignoring the fact -- as Gygax did -- that running along vertices on the graph paper, they're really just 7' wide).
- Rooms and Chambers (square/rectangular) should, for convenience, always be set up on the cardinal axes -- if accessed off a 45-degree passage, you should probably automatically make them Triangular or Trapezoidal. In addition, all Triangular/Trapezoidal rooms may as well be right-angled, setting them along the grid axes, and giving them a single 45-degree diagonal wall. Any side passage or "door ahead" in a 45-degree corridor should be set along a cardinal-direction, unless it explicitly states the angle at which it should be.
- By default, Rooms should have Doors, and Chambers should have Passages (i.e., non-door openings) as exits. This isn't explicitly stated anywhere, but it's implied in places like Table I (corridors empty into chambers but never rooms), Table II (doors open to rooms 4 times more often than chambers), and Table V-C (result of 19-20 indicates exceptional case of "door in chamber, passage in room").
- Note that the treasure containment tables (Tables V-H through V-J) are copied verbatim from the earlier Monster & Treasure Assortment product. Tables V-I and V-J (guarded by/hidden in) stand out in Appendix A because they don't have any game statistics associated with the entries. Particularly for solo play, I recommend ignoring these tables (per the "if desired" note -- contrast to Table VII: Trick/Trap, etc.)
- Also, when making Rooms/Chambers for solo play, I change the generation order to (i) Room shape/size on Table V, (ii) Contents on Table V-F, and last (iii) Exits on Table V-C, etc. This lets any fight be played out before consideration of egress, which cognitively feels better to me (e.g., see the recent discussion on when room size/detail description is appropriate).
- Note the somewhat unusual secret-door detection rates (by d20) on Table VII, result 1-5. I use this for all indicated secret door checks in Appendix A.
- Finally, I delete the entry on Table III for "passage X's", since I don't like how it treats cardinal-versus-diagonal passages asymmetrically (i.e., biased towards yet more diagonal passages).
If we instead re-set to the cardinal grid every time we enter a room or chamber, then we get more limited diagonal elements, less frustration for DM & players alike, and a dungeon much more like the designs Gygax had in mind when he was laying out maps such as those in the Dungeon Geomorphs and other products.