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Before I realized that realistic underground settings should be carefully crafted to fit the game world and the creatures who live there, I created a random dungeon table to speed along the dungeon creation process. That was about 1978.
Then I went through a period where I laboriously drew vast complexes that had their own ecology and reasonable (given a very magical world) reasons for existing. I eschewed random dungeons in favor of carefully designed orc warrens, dragon lairs, and abandoned dwarven cities. That was about 1981.
Then, in 1986, just as we were switching to GURPS, two role-playing friends would come over when I had nothing prepared, and I'd resort to the old random table again. They are both fine GMs, too, so I'd ask them for ideas along the way. Pretty soon, we were taking GMing in round-robin fashion. We'd each play a character and take turns GMing the rooms and wandering monsters in the dungeon. Peter Hobson called it the Dungeon of the Three Fools at one point, and the name stuck.
Ever since, we've used charts like this one (I still have that original chart, which uses every size of die imaginable) to whip up random dungeons. Mind you, we do lots of more thoughtful role playing, but sometimes the old dungeon calls to us. Our rationalization is that some mighty wizard or perhaps a god has created a proving ground for heroes....
To give credit (or blame, as the case may be) where it's due, here's a list of the dungeoneers over the years:
(In more or less chronological order as they joined our gaming group)