On the subject of megadungeons, for those of you who make your own, how do you do your maps?
Do you use one sheet of graph paper per level and lots of levels? Many sheets taped together per level and few levels? Something in between?
Just curious- my own megadungeons (and I love them) tend to have many levels, whether they extend off a single page or not.
For the most part I hate long dungeon crawls. They usually become tedious and lack the ability for much role playing.
That being said there was one that I totally enjoyed. The DM made a complete world underground with all kinds of races both good and evil. We were trapped and had to find a way to survive which meant making alliances getting involved in local intrigues and politics. We were motivated to keep exploring because we were looking for away home. So we had sessions with your standard dungeon crawls and other sessions with a lot of puzzles, role play and intrigue.
The best advice is to take your clue from the players if they start acting bored and make it plain they want out then make sure you have a way to get them out.
Very, very good point, all too often forgotten in normal adventures never mind mega's.And, one more thing, add verticality to your dungeon. Do NOT have everything on a level on a flat plane. It's boring. Put some stairs in, maybe a ramp or three. A room with a 30 foot ceiling where the exit corridor on the other side of the room is 25 feet off the floor. Again, this will add a lot of interest to the game. It seems so simple, but, it's surprising how much more the players pay attention when you start changing up the verticality.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.