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Megadungeon delving as a campaign’s core; is it compatible with modern play?
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<blockquote data-quote="CreamCloud0" data-source="post: 8798504" data-attributes="member: 7034710"><p>The core aspect that players play DnD for has changed since the early days, while I myself am relatively new participant in the hobby in the grand scheme of things(My first real foray was with the 5e starter set) what I’ve gleaned from discussions is that the focus has shifted from dungeon delving as the core of the game to conquer the challenges presented within, where your character was more a faceless avatar for the player to interact through, to more modern playstyles where it’s more about telling/discovering the story of the characters you’ve created (not a criticism just an observation.)</p><p></p><p>Dungeons in the old games were sprawling labyrinths filled with traps, monsters and enemies, magic, puzzles, secrets and a whole host of other obstacles and megadungeons were the biggest baddest ones of them all where you could explore for months and still not discover everything it had to reveal, only coming out from underground for more supplies, offload the piles of gold that you couldn’t carry any more of or training your new character levels as that was a thing back then.</p><p></p><p>But my point is this: could megadungeons be made into viable environments for the current more character-focused playerbase, is it possible to synergise the two gameplay styles when the map only expands down instead of out and caverns and corridors are 90% of what you see instead of the horizons of forests, mountains, giant cities and frozen tundras? A game where you know you’re going to be coming back through these places over and over so instead of just casting flight on the party to cross that ravine you hire carpenters to build a sturdy retractable bridge, set up a protected outpost as a safe retreat in the monster infested halls and build a rapport with the inhabitants of the dungeon town every time you pass by? Do you mug that wandering salesman for all they’ve got or point them towards the corpses of your latest encounter saying they’re free to salvage anything of interest to them?</p><p></p><p>So I’d like to hear your thoughts on the viability of megadungeons as the setting of modern games, is it possible? Do you like the idea? How would you implement it in your own game?</p></blockquote><p></p>
[QUOTE="CreamCloud0, post: 8798504, member: 7034710"] The core aspect that players play DnD for has changed since the early days, while I myself am relatively new participant in the hobby in the grand scheme of things(My first real foray was with the 5e starter set) what I’ve gleaned from discussions is that the focus has shifted from dungeon delving as the core of the game to conquer the challenges presented within, where your character was more a faceless avatar for the player to interact through, to more modern playstyles where it’s more about telling/discovering the story of the characters you’ve created (not a criticism just an observation.) Dungeons in the old games were sprawling labyrinths filled with traps, monsters and enemies, magic, puzzles, secrets and a whole host of other obstacles and megadungeons were the biggest baddest ones of them all where you could explore for months and still not discover everything it had to reveal, only coming out from underground for more supplies, offload the piles of gold that you couldn’t carry any more of or training your new character levels as that was a thing back then. But my point is this: could megadungeons be made into viable environments for the current more character-focused playerbase, is it possible to synergise the two gameplay styles when the map only expands down instead of out and caverns and corridors are 90% of what you see instead of the horizons of forests, mountains, giant cities and frozen tundras? A game where you know you’re going to be coming back through these places over and over so instead of just casting flight on the party to cross that ravine you hire carpenters to build a sturdy retractable bridge, set up a protected outpost as a safe retreat in the monster infested halls and build a rapport with the inhabitants of the dungeon town every time you pass by? Do you mug that wandering salesman for all they’ve got or point them towards the corpses of your latest encounter saying they’re free to salvage anything of interest to them? So I’d like to hear your thoughts on the viability of megadungeons as the setting of modern games, is it possible? Do you like the idea? How would you implement it in your own game? [/QUOTE]
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Megadungeon delving as a campaign’s core; is it compatible with modern play?
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