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Originally Posted by crash_beedo There are still problems... what if the PC's find the different ways down to the second dungeon level (the actual "megadungeon" is below the sewers) - but they choose to clear out additional "delves" in the sewers without taking on greater risks? I plan on giving them compelling plot hooks; clearing out some of those delves naturally - for instance, rival adventurers got there first; making the monetary rewards dwindle. |
A dynamic dungeon is going to fill up again (I use the word dungeon for any setting element). Just remember,
nature abhors a vacuum. That means whatever's next door over might fill it in or have it out with any other nearby whatevers to fill it in. (Or whatever method(s) you choose for monster/NPC groups to return the total space/world back to equilibrium)
For the "too much XP from wandering monsters" problem, I would look at the AD&D XP tables. They are logarhythmic. So killing wandering monsters doesn't necessarily help you reach next level. Especially if you keep WM's to a finite number and include them on the total level monster list. (WM's might stop wandering too for different reasone). At some point in an excursion their may be no more WM's. And by the principle above about vacuums, if you don't go to them, they may come to you.
EDIT: More clearly, with the log-based XP chart they'll want to leave easier monsters behind if advancement is important to them. Not just sit grinding one level as it won't help.