Take a grid and block it off roughly in half.
Take those halves and split them in rough halves. I'm offsetting a little here and there .
Keep splitting up those halves either vertically or horizontally as you wish.
After a whiel you'll get enough complexity to suit your tastes, stop subdividing and draw in what fills those paces. (In my example here I went with rectangles one square in from the border of each space most of the time. I also decided to take my original couple dividing lines and make them wide corridors.)
Add some details such as minor connecting corridors and doors and there you are a randomly generated dungeon map.
Quick and easy random BSP dungeon generation tables, mark 1a.
| 
Die rolll | 
BSP split | 
| 
1 | 
Divide Vertically exactly down the middle | 
| 
2 | 
Divide Vertically offset to the west | 
| 
3 | 
Divide Vertically Offset to the east | 
| 
4 | 
Divide Horizontally exactly down the middle | 
| 
5 | 
Divide Hortizontally offset to the north | 
| 
6 | 
Divide Horizontally offset to the south  | 
| 
Die rolll | 
Detailing the BSP area | 
| 
1 | 
Ignore  the area, it’s full of stone. | 
| 
2 | 
Whole space is open.  | 
| 
3 | 
Offset inward one square | 
| 
4 | 
Only fill the middle half of the space | 
| 
5 | 
Fill with a triangle that best fits. | 
| 
6 | 
Fill with an Oval that best fits | 
| 
Die rolll | 
BSP connections | 
| 
1-2 | 
One Connection to one neighboring space | 
| 
3 | 
Two connections to same neighboring space. | 
| 
4-5 | 
One connection to each of two neighboring spaces. | 
| 
6 | 
one connection to  all neighboring spaces | 





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