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World's Largest Dungeon?


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I don't know if I would buy it, but it sounds like a neat idea. Certainly a natural step towards the 'campaign in a box'. The fact that it is a dungeon, and thus a somewhat closed environment, it is perhaps a good first experimental step towards such an product.

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El Rav
 

At first I thought this was kind of dumb but after reading the article on Gaming Report, I think this might be very cool!

But they should do several things:

First avoid unnecessary rooms. The thing about Dragon Mountain and even Undermountain is the sheer number of repetitive and boring empty rooms. A couple here and there are ok, but generally if a room serves no purpose other than wasting the parties' time, it should not be in the dungeon.

Second, I expect the whole dungeon to be completely statted out with realistic story reasons for monsters to be where they are. No monsters just hanging out in rooms with nothing to do but wait for adventurers. I expect a realistic dungeon ecology where monsters live, hunt, and sleep. And they don't necessarily get along with each other unless there are story reasons for that. The same goes with traps. Intelligent monsters are not going to build random traps in every hallway unless there are specific story reasons why they might do so. Do you boobytrap your house? Stepping ever so gingerly across the pit trap when you go to the bathroom in the night? I didn't think so. So why would monsters?

Third, I don't want a product that expects me to do all the work. Undermountain only statted out a small section of dungeon and expected you to populate the rest. No thanks. This 800 page monster dungeon better have done all the work for me.

Fourth, no fair nerfing PC abilities unless there are good story reasons to do so. For example, Dragon Mountain had several spells blocked for contrived reasons that basically amounted to the designer being too lazy to actually think of challenges allowing for PC party's full range of abilities. If my high level sorcerer has teleport, I expect to be able to use it without half the dungeon suddenly developing an anti-teleport field. And from the DM side, its more fun to challenge players without nerfing their hard-earned abilities.

Now that being said, the reverse also applies. If one area of a dungeon is ruled by some ancient lich, then I do expect him to have anticipated and countered possible enemy spellcasting. If the encounter is written such that the lich would be taken completely off guard by the characters doing something any enemy wizard would conceivably do, its poorly written. For example, in a world with teleport, bad guys should anticipate PC teleporters suddenly appearing in their throne room with hostile intent. Like Monte Cook said in the DMG, in a world with Invisibility, shopkeeper are not going to be surprised by the concept of an invisible thief.

Now, if AEG has taken all those into consideration, then consider me a customer! And I don't think those are unreasonable requests at all. Just common sense and good design.
 
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I've noticed recently a number of posts in which the decline of the one dungeon per campaign phenomenon has been lamented, albeit out of nostalgia rather than any other reason. Those posts struck a chord with me. This project may well scratch that particular nostalgic itch.

I'm sure I've heard many a novice DM expound plans for an ambitious campaign that would feature every monster in the MM and I'm sure that, just once, one of those voices was my own. Even so, I don't think I entertained the idea for much longer than it took me to articulate it. Obviously, it would have required a tremendous amount of work and, almost as obviously, it would have had to be brazenly contrived, even by the standards of D&D. And when it comes down to it, it's not the most electrifying campaign concept.

Nevertheless, I am intrigued to see what the authors have come up with, to meet the challenge of making this work. I want more information.

Of course, this only uses every creature from the SRD. If you're going to run a game of D&D with this, you might as well crowbar in all the WotC IP entries.
 
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Now, if AEG has taken all those into consideration, then consider me a customer! And I don't think those are unreasonable requests at all. Just common sense and good design.
And if not... do I smell a "Worlds Largest Cooperative Dungeon" by ENWorlders? It'd require QUITE a bit of organization, some quality assuarance work, a bit of itinerant playtesting, but think how cool it could be!
 
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Oh, joy. 800 pages? Between this and the World of Khaas, I guess we can watch the SRPs for new books steadily climb from its currently ridiculous high end of $35-$40 all the way up past incredibly ridiculous $60, well on the way to an unbelievably ridiculous $100...
 

Ranes said:
Dragonblade, well said to all of that.

Thanks! :)

I love playing in dungeons and I love DMing for them. The game is after all Dungeons and Dragons! And dungeon crawling just calls to me. I love role-playing too in city adventures, politics, and all that. But there is something pure about a dungeon. Its just the PCs, their skills, tactics, and strategies put to the test against the best the DM has to throw at them.

I have DMed and played in a lot of dungeons in my time and have gotten really picky about good dungeon design.
 

Obviously, big as an adjective can be aplied differently, whether it means most encounters, rooms, monsters, page count etc.

But my immediate thought was, "Wouldn't Dungeon World by Fast Forward be, by definition, the world's largest dungeon, as well, it's a world of dungeons?"
 

I'm looking forward to it. I've been waiting for something like this, something that is more then the other compaines are willing to do.
 

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