D&D General Tell Me About Your Dungeon Centric Campaigns

Reynard

Legend
I am considering building out my next campaign as a mega-dungeon exploration (with a side of boom town political drama, but that's not important right now).

As I do so, I want to hear about your experiences playing or running dungeon focused campaigns. it doesn't have to be a mega-dungeon campaign, but it should be dominated by dungeons. What elements of play did you find helped make the game fun? Which ones made it tedious? If you were a DM, how much did you prep ahead of time? If you were a player, did you notice how much the DM prepped ahead of time? Was it/were they published dungeon(s)? Was it all home brew? A mix?

Any edition, and even non-D&D games, are welcome, just let me know what system you used if it is important in understanding how things went.

Just to get things started, one area where I am concerned, especially if I end up using 5E, is the rate of advancement. 5E is way too fast in a normal campaign and I expect ina dungeon it would be even faster. I want the PCs to sit at their levels for a while, both to use all their toys and to let me use all mine. Relatedly, I am worried about the level ramp in power and that makes me worry about using 3.5 or PF.

Thanks.
 

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If you're using milestones, they level up when you say so. If you're using XP, just give out less. In my game, I give 1/10th the normal amount of XP and require several weeks downtime training. So levelling in the middle of a dungeon is impossible.
 



Istbor

Dances with Gnolls
In my experience, at least from playing in like campaigns. Planned out, 'makes sense' dungeons are superior to just rolling randomly what the players will face. This means you dungeons that have things because magic. While the Crazy Wizard dungeon is sometimes cool that can get old. Or may just not fit every table.

Make the reason for being in that huge dungeon compelling, or at least more compelling than there being phat lewts.

From DM perspective, helps to think about who build the dungeon and why. Even go so far as to designing a dungeon (especially mega dungeon) like you would a city. What would that ecosystem need? If there are factions within the dungeon, what are their relations with one another? Are they at war? Is this something the players can use? Or are do they have a strong bond? Are they symbiotic and thus more challenging when fought together?

In some ways, I honestly find making larger or mega dungeons more difficult than what I regularly do for campaigns. :p
 

Istbor

Dances with Gnolls
There aren't any "plot appropriate points" in a game without a pre-planned plot, such as a purely exploratory game.
That is fair.

(and sorry for the double-post here sorta)

In that case, if you still wanted to do milestones, you could key it off the amount of encounters the players accomplish or as I have done, when it just feels right. Either the passage of time, or after accomplishing something great or harrowing. Was that kind-of-a-boss fight tougher than expected? Did the players really feel a sense of accomplishment or relief in having defeated it? Perhaps then that is a great place to show their increase it power or experience by awarding a level up?
 

iserith

Magic Wordsmith
Generally I have a town and a mega-dungeon or multiple smaller dungeons which are totally prepped before the start of the adventure or campaign. I usually have the variant encumbrance rule in effect (though armor and clothes weigh half when equipped). I usually mess with the length of short and long rests. Often, the only safe place to long rest is back in town.

Town is not a place for adventure in my games. I structure "town tasks" on par with downtime activities so they can be resolved quickly so we can get back to the adventure. Everyone does their thing, we roll as necessary, make adjustments, have a few colorful descriptions or the like and off we go.

I recommend establishing something the PCs can spend money on, be that magic items or 1:1 for XP (in the form of training in town). If you don't do gold = XP, then I suggest offering XP for monsters slain and NPCs befriended. Put all treasure behind exploration challenges. You can always adjust the XP awards to slow down advancement (or give out less treasure if you're doing gold = XP).
 

Reynard

Legend
Generally I have a town and a mega-dungeon or multiple smaller dungeons which are totally prepped before the start of the adventure or campaign. I usually have the variant encumbrance rule in effect (though armor and clothes weigh half when equipped). I usually mess with the length of short and long rests. Often, the only safe place to long rest is back in town.

Town is not a place for adventure in my games. I structure "town tasks" on par with downtime activities so they can be resolved quickly so we can get back to the adventure. Everyone does their thing, we roll as necessary, make adjustments, have a few colorful descriptions or the like and off we go.

I recommend establishing something the PCs can spend money on, be that magic items or 1:1 for XP (in the form of training in town). If you don't do gold = XP, then I suggest offering XP for monsters slain and NPCs befriended. Put all treasure behind exploration challenges. You can always adjust the XP awards to slow down advancement (or give out less treasure if you're doing gold = XP).
Thanks.

For clarity for other folks: I am looking for your war stories, not your general advice. I know it may seem like a distinction without a difference, but I prefer to draw my own conclusions. Thanks.
 

iserith

Magic Wordsmith
Oh, meant to add this:

You should think about how you want to structure exploration of the dungeon. What I do is have it where there is an exploration "phase" of sorts. So either the PCs are moving around the dungeon or they stop to poke around. When they do the latter, exploration tasks get broken down into 10-minute increments. So you might have two PCs keeping watch, one PC searching for traps, another PC searching for secret doors, and one PC casting a ritual. Resolve all of them. At the end of the 10 minutes, roll for a wandering monster check.

This keeps things structured so it's easy to manage spotlight and resolve. It also builds in time pressure which is really important to making the game work well.
 

kenada

Legend
Supporter
I am considering building out my next campaign as a mega-dungeon exploration (with a side of boom town political drama, but that's not important right now).

As I do so, I want to hear about your experiences playing or running dungeon focused campaigns. it doesn't have to be a mega-dungeon campaign, but it should be dominated by dungeons. What elements of play did you find helped make the game fun? Which ones made it tedious? If you were a DM, how much did you prep ahead of time? If you were a player, did you notice how much the DM prepped ahead of time? Was it/were they published dungeon(s)? Was it all home brew? A mix?

Any edition, and even non-D&D games, are welcome, just let me know what system you used if it is important in understanding how things went.

Just to get things started, one area where I am concerned, especially if I end up using 5E, is the rate of advancement. 5E is way too fast in a normal campaign and I expect ina dungeon it would be even faster. I want the PCs to sit at their levels for a while, both to use all their toys and to let me use all mine. Relatedly, I am worried about the level ramp in power and that makes me worry about using 3.5 or PF.

Thanks.
I’m currently running a sandbox hexcrawl, but we’ve spent about half of our time in and out of a megadungeon the PCs found, so there’s been a fair amount of dungeoneering. We started out using PF2, but we’re currently evaluating other systems (hopefully OSE). However, I don’t think anything I’m going to say is specific to any system.

I’ve found the Alexandrian really helpful for breathing life into dungeons. Justin’s done a number of articles over the years on them. Some are retrospectives while others are advice. If I had to say any techniques were particularly helpful, it’s restocking your dungeon and using your wandering monsters to keep it always feeling fresh. Otherwise, what happens is your PCs just clear it out, and it feels very rote.

The goal is to make the dungeon feel always dynamic and dangerous. If creatures are moving around, into spaces that were cleared, reinforcing positions, etc; then shortcuts and exploration becomes more meaningful as well as gaining access to other resources (e.g., allies, hirelings, etc) who can help mitigate them when you’re gone.

For example, the PCs once retreated in my game to spend a few days shopping. It took a bit longer than they initially thought. When they returned, I rolled to restock and got “zombies”. I decided a necromancer had moved into the central chamber on the first floor. They fought their way through some zombies and eventually parleyed with the necromancer. He was just looking for treasure too, but he couldn’t find it. That random roll turned into a recurring NPC.

Alexandrian articles I found helpful/interesting:
From a dungeon design perspective, I’ve found it a lot easier to write up my key first before spending too much time on my maps. I start with a sketch of everything, but then I go into keying it before actually trying to draw the rooms. I’ve done it the other way around, but it was really easy to get writers block trying to reconcile a bunch of randomly drawn rooms with a key. I’ll also second thinking about factions and who lives there if you’re doing a megadungeon.

When I first designed the megadungeon for my campaign, I had a very rough idea and figured I could try to make it up as I went along. As it turns out, that’s a terrible idea. I ran out of gas mid-way through the second floor. I had to step back and do the thing I should have done up front. Who lives here? What are their relationships like? What does the group that is using this dungeon for their nefarious purposes do, and what is their interactions like. With that in mind, I had a much easier time actually designing the dungeon.

I also want to point out the Alexandrian’s article on Jaquaying the Dungeon. If you’re doing an exploration-focused game, then your dungeons shouldn’t just be a straight line or sequence of encounters the PCs fight through. There should be multiple ways into and through the dungeon. All that dynamic stuff I discussed above helps make this exploration meaningful. If you found a secret passage or an alternate entrance a few sessions ago, and this session you’ve found a bunch of trolls have claimed the main entrance as their own, then you can use that alternate path to continue into the dungeon (or set up an ambush, etc).

Personally, I only sort of worry about balance. When I was designing for PF2, I tied the “tuning” level to the dungeon level. 1st level was tuned for 1st level parties, 2nd for 2nd, and so on. I also used Proficiency Without Level. You could try doing something in 5e since bounded accuracy should work about the same way. I thought it was fine. I don’t think fights are really the point, so I wouldn’t sweat balance too much. Before you need to worry about high levels, you need to get to them. One thing you may want to consider is tweaking XP progression or how you reward it. In OSE/BX, most of your XP comes from treasure, so if you want PCs to delve into the dungeon (rather than seek out fights), then target your XP rewards on things (like finding treasure) that encourage them to do that.
 

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