Megadungeon Sandbox and 4E

Ydars

Explorer
How do we make the Mega-dungeon viable in 4E?

Resource management is no longer such a source of tension, so how to stop the PCs thinking like a group of CRPGers; that every room is there to be cleared? I want to put the tension back into situations where the PCs must manage sustained RISK. This is what makes an MD great IMHO and is what 4E currently does very poorly for mechanical reasons. Sure it is not for every group, but then you have fun your way…………..

I think the solution to this is to just make the dungeon more realistic; there are a number of ways to do this;

1) A time-limit! The PCs only have a certain time to get to a certain place in the dungeon. If you dislike the idea of a tightly focussed plot, it could be something like a slowly toxic effect of the dungeon that increases with time spent there. Perhaps the PCs lose a healing surge permanently every day until they leave the dungeon. This makes long dungeon trips (longer than 3.5E) possible but keeps the PCs wanting to press on and not hang around.

Another take on this is that every battle the PCs fight carries with it a set cumulative penalty; perhaps all the monsters in the dungeon carry a nasty disease and exposure to their blood through battle causes an increasing chance of the PCs contracting the disease. This should have players choosing battles carefully because if they kill everything, they will all be weakened to the point where they are sitting ducks.

2) There is an over-arching intelligence that has the dungeon under constant patrol by Guardian WMs. These guardians should be there, not to fight the PCs directly, but to raise the alarm if the PCs are discovered; and this shifts that area of the dungeon into a much higher threat level than normal. The key point is that if the threat levels shifts, the monsters become much more difficult to defeat (guards reinforced, traps are activated, doors locked etc) and yet the XP rewards stay the same because the PCs are supposed to pass through these areas without being discovered. This can also later be used to rationalise why a first level area suddenly morphs into a second level area once the PCs have levelled up; because the threat level has shifted and the same dungeon is now transformed. If you don’t want to consciously control this because of sand-box style play, there could just be a chance that for every hour the PCs spend in an area, there is a fixed chance of the threat level increasing because of patrols discovering evidence of the players past battles.

I say intelligence, not BBEG, because the intelligence could be a magical book that controls things in a pre-programmed and not truly intelligent fashion via magical alarms, or the dungeon itself could be partially sentient. The key thing is that the dungeon should REACT.

The main point is to get the PCs thinking; every time we open a door, we risk discovery and this is VERY BAD. Obviously, the threat level will go down again over time but this type of risk/reward management is what made the old mega-dungeons fun, for me at least.

The other point is that if the Mega-dungeons have some very obvious reasons built in (apart from treasure gathering etc) why adventurers might want to venture into them, then this also changes entering the dungeon from “lets kills everything” to “we have to get to the oracle quickly and without losing anyone”.

Such reasons could include magical Oracles that can answer questions aka divination, or sources of healing, or just a very quick way (or the only way) of passing over the mountains in winter etc etc.

I think dungeon-bashing has often been most fun in my games when the bashing has been part of a push towards a higher goal and not just random killing.
 

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UngainlyTitan

Legend
Supporter
Another way is to have a level or multiple levels under the lordship of a dominant creature or tribe. Say the first 3 levels is controlled by gnolls but level one is populate by a subservient goblin tribe. Once the players demonstrate sufficient threat then the gnolls start reinforcing the goblins.

Also the dungeon should be large enough that resource tracking becomes an issue, (e.g. healing surges left, arrows, torches etc)
 

LostSoul

Adventurer
Resource management is no longer such a source of tension

As long as the party can't rest safely, resource management is still a source of tension.

Last week I was running Thunderspire Labyrinth and the PCs were getting low on resources (HP, dailies, healing potions). There is no rest in that module out in the dungeon because you're going to run into a few wandering monsters. The PCs knew this and had to keep pressing on, making "easy" encounters tense.
 

Grimstaff

Explorer
How do we make the Mega-dungeon viable in 4E?

Resource management is no longer such a source of tension, so how to stop the PCs thinking like a group of CRPGers; that every room is there to be cleared?

One thing I'm doing with my 4E MegaDungeon is establishing some "iconic locations", which will hopefully give the players an alternate goal besides "clear level 3" for instance.

Some places I'm working on:

The Library of Skulls
The Black Gates
Tomb of the Dread Emperor
The Oracles Grotto
The Troll Gardens

My hope is that this will lend some mythic weight to the megadungeon, and give my players something to research aboveground, and target these areas for plunder/exploration.
 

Raven Crowking

First Post
One thing I'm doing with my 4E MegaDungeon is establishing some "iconic locations", which will hopefully give the players an alternate goal besides "clear level 3" for instance.

Some places I'm working on:

The Library of Skulls
The Black Gates
Tomb of the Dread Emperor
The Oracles Grotto
The Troll Gardens

My hope is that this will lend some mythic weight to the megadungeon, and give my players something to research aboveground, and target these areas for plunder/exploration.

Excellent post!

This sounds like it would be a lot of fun.


RC
 

T. Foster

First Post
One thing I'm doing with my 4E MegaDungeon is establishing some "iconic locations", which will hopefully give the players an alternate goal besides "clear level 3" for instance.

Some places I'm working on:

The Library of Skulls
The Black Gates
Tomb of the Dread Emperor
The Oracles Grotto
The Troll Gardens

My hope is that this will lend some mythic weight to the megadungeon, and give my players something to research aboveground, and target these areas for plunder/exploration.
This is a very good idea and (I think) how things were done BITD -- players hear rumors about or find incomplete maps to such locations, which gives them a goal for their explorations (another possibility is that they stumble across the place while lost, and then need to figure out how to get back to it). If you're running multiple groups (not likely nowadays, but very common in the 70s) this can even occur organically -- group A finds the Library of Skulls but are run off before they can explore all of it; group B catches wind of this and decides to try and find the Library themselves before group A can get back to it...

In designing my dungeon levels I've taken to keying them with two different keys -- the "lettered areas" (A, B, C, ...) are the iconic locations (permanent features is what I called them) that are always going to be there and that players can visit multiple times or multiple groups can visit -- there may be monsters or NPCs there, and there may be treasure, but that's secondary to the location itself. There are a handful of these per level (depending on the size of the level, but no more than 1 for every 20 or so rooms) and they're either very easy to find (everyone knows where The Black Gates are on level 7, they just choose not to go there!) or very hard to find (e.g. the Tomb of the Dread Emperor is behind a secret door located 20' down the wall of a 40' deep spiked pit) making it plausible that the PCs could actually be the first set of adventurers to discover the place.

In addition to these areas, which get most of the attention and detail, I've got a second key of "numbered areas," which are the standard monsters and treasures. These are transient -- once one group of adventurers encounters them they'll either be dead or likely have moved to a different lair -- and periodically re-keyed, even if they haven't been encountered yet (monsters move around in "the living dungeon" and adapt to what adventurers are doing elsewhere in the dungeon -- the idea that the monsters are just infinitely sitting around their lairs waiting for someone to come along and kill them is anathema to the "megadungeon" concept -- when the party routs the goblins on level 1 they'd better bet that next time they enter the dungeon the kobolds will have done something to react (moved into the old goblin lair, fortified their own lair, posted more guards and alarms, gone to the hobgoblins on level 2 and asked for help, etc.)). These encounters usually get a minimal write-up of 1 or 2 lines, and any other details that are needed can usually be improvised on the spot.

I think it's important to have both types of encounters, and to recognize the difference between them -- if your dungeon doesn't have the unique and detailed letter areas then the players will get bored exploring it and realize they could just as easily be playing Diablo, but OTOH if it's nothing but lettered areas, if even the minor encounters with giant rats and such are fully and uniquely detailed, then you'll never be able to achieve the scale that a megadungeon needs because you'll run out of steam and won't be able to keep up with your players -- they'll be exploring faster than you can create.
 


Grimstaff

Explorer
Will you use the Goals sub-system for this?

Very possibly. I'm a big fan of quest xp and think that would lend even more weght to using the megadungeon as a "location for expeditions" as opposed to an "unending dungeon crawl".

Combining this with the "iconic locales" you could get a series of sessions like this:

1. Sage finds out about party's last excursion into the dungeon, seeks them out as he is obsessed with an item sealed into the Tomb of the Dread Emperor.

2. No one knows where the Tomb is, but some library research tips them off to the Library of Skulls, which is located just a short distance from the main processional stair leading to the third level.

3. The Library of Skulls is a hall containing shelves lined with skulls from all eras of history, which are used as a historical resource via rituals of speak with dead and comprehend languages.

4. The party must seek out scrolls for these rituals (or learn them themselves) and outfit and provision themselves for the delve to the third level, which they know will take them through a series of ballrooms haunted by the spectres of long-dead courtiers.

5. If successful, the party must find a suitable contemporary skull to get info from.

6. If successful, they will glean the location of the Tomb, and a whole new excursion begins...

7. And so on...

I could award xp along the various steps of this process, or just hold off until the original purpose of recovering the artifact for the sage is met.

Either way, it should hopefully provide a stronger motivation for the players to keep adventuring in the MegaDungeon.
 

Grimstaff

Explorer
In designing my dungeon levels I've taken to keying them with two different keys -- the "lettered areas" (A, B, C, ...) are the iconic locations (permanent features is what I called them) that are always going to be there and that players can visit multiple times or multiple groups can visit -- there may be monsters or NPCs there, and there may be treasure, but that's secondary to the location itself. There are a handful of these per level (depending on the size of the level, but no more than 1 for every 20 or so rooms) and they're either very easy to find (everyone knows where The Black Gates are on level 7, they just choose not to go there!) or very hard to find (e.g. the Tomb of the Dread Emperor is behind a secret door located 20' down the wall of a 40' deep spiked pit) making it plausible that the PCs could actually be the first set of adventurers to discover the place.

In addition to these areas, which get most of the attention and detail, I've got a second key of "numbered areas," which are the standard monsters and treasures. These are transient -- once one group of adventurers encounters them they'll either be dead or likely have moved to a different lair -- and periodically re-keyed, even if they haven't been encountered yet (monsters move around in "the living dungeon" and adapt to what adventurers are doing elsewhere in the dungeon -- the idea that the monsters are just infinitely sitting around their lairs waiting for someone to come along and kill them is anathema to the "megadungeon" concept -- when the party routs the goblins on level 1 they'd better bet that next time they enter the dungeon the kobolds will have done something to react (moved into the old goblin lair, fortified their own lair, posted more guards and alarms, gone to the hobgoblins on level 2 and asked for help, etc.)). These encounters usually get a minimal write-up of 1 or 2 lines, and any other details that are needed can usually be improvised on the spot.

Quoted for Awesomness. :)

Great post, again, T.F. I will most likely be "borrowing" this technique from you.
 

crash_beedo

First Post
One thing I'm doing with my 4E MegaDungeon is establishing some "iconic locations", which will hopefully give the players an alternate goal besides "clear level 3" for instance.

Some places I'm working on:

The Library of Skulls
The Black Gates
Tomb of the Dread Emperor
The Oracles Grotto
The Troll Gardens

My hope is that this will lend some mythic weight to the megadungeon, and give my players something to research aboveground, and target these areas for plunder/exploration.

Really good ideas, and evocative names. I was taking a similar approach, but your names are cooler. :blush:

I like the technique of having some areas per level being highly detailed (the lettered areas TFoster talked about) and then doing some cursory details on the 'non-named' areas and using a simple key system to track them. Leaves more inspiration in the tank.

The Major/Minor Quest system in 4E will work really well for setting up goals and providing alternate motivation for the group to press on vs grinding.
 

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