Mark CMG
Creative Mountain Games
So my idea of a campaign dungeon includes the concept that it should support multiple levels of play, and that it should be able to support more than one group rising through their PC levels, and that it should be large and open ended enough to support all that without becoming empty and "beaten." That means you'll need very large levels for the first few levels, especially (where there's a lot more exploration and a lot more PC attrition). You'll also need a lot of dynamism, so that sections of the dungeon can repopulate, adapt, and change as play continues. The need for these elements is one reason why I like the mythic underworld concept for these kinds of dungeons. It provides some justification for the expansiveness and the weirdness and the changeability that makes a campaign-style dungeon viable and interesting, without just throwing the ideas of ecology, purpose, and verisimilitude out the window.
That's as apt an explanation of the megadungeon as I have read.
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