I tend to equate dungeons with defined locations. A temple, a thieves guild tavern, a forgotten labyrinth in the wilderness are all dungeons to me.
What does not interest me is the old school inventory management game and the game of inventory resources vs the environment. So this means that these locations must not become too big.
The old mega dungeons were mega because a large part of the challenge was how to extend your logistics into the further reached of that location.
One of the abiding flaws is that many modern adventures and groups handwave the logistics but the game has never really replaces the original logistic rules or the assumptions that underpinned them.
The game could do with a fresh look at exploration and logistics.
What does not interest me is the old school inventory management game and the game of inventory resources vs the environment. So this means that these locations must not become too big.
The old mega dungeons were mega because a large part of the challenge was how to extend your logistics into the further reached of that location.
One of the abiding flaws is that many modern adventures and groups handwave the logistics but the game has never really replaces the original logistic rules or the assumptions that underpinned them.
The game could do with a fresh look at exploration and logistics.