My experiences in mega-dungeons have been... not so great. You get weary of it after a while.
Yeah, I hear you, but my sense is that is a factor of poor design and possibly implementation...there are a few qualities that a megadungeon requires to be compelling, and sometimes they aren't present, whether in the product itself or the DM's (understandable) challenges with putting it all together.
For instance, I think a huge component is lots of lore, tidbits of lost knowledge, a mystery to be solved, etc. Related to that, some kind of underlying theme that ties it all together; a backstory that makes the PCs want to understand what and why it exists - but forms more of a back-drop, rather than a railroaded meta-story that must be solved. Also, a diversity of challenges - not just yet another room filled with milling skeletons. Thirdly, not too many empty rooms. Some to allow rest, but nothing is more tedious than checking room after room for secret doors and traps and nothing's there.
As Gillespie and Runehammer discuss here, there's something deeply evocative about the idea of a megadungeon. The key is bringing that idea into reality. I love the idea of a seemingly endless maze of corridors, chambers and caverns, within which you never know what you'll encounter - be it traps, foes, treasure, or secrets of history. But again, the challenge is implementing it in such a way that the PCs want to keep coming back for more, which involves finding the right balance.
Oh the idea is powerful, I don't know about it working for an entire campaign. Gates of firestorm speak had 4 different "zones", a few faction, a powerful story and a satisfying conclusion.
Some players are really into dungeoneering, and the megadungeon is clearly for them - but you have to make sure that all your players are on board.
I’ve had success with the mega-dungeon as tent pole concept.Oh the idea is powerful, I don't know about it working for an entire campaign. Gates of firestorm speak had 4 different "zones", a few faction, a powerful story and a satisfying conclusion.
Some players are really into dungeoneering, and the megadungeon is clearly for them - but you have to make sure that all your players are on board.
You can do all of those things in 5e.Barrowmaze - Is designed as an "old school" dungeon experience. It is intended to use a lot of the mechanics like wandering monsters, encumbrance, XP for treasure, henchmen, etc. I ran a few sessions of it using Labyrinth Lord years ago and it went great, but I think if you wanted to use it like a standard 5E dungeon you would end up with the TV cut of a Tarintino movie - you are eliminating most of the stuff the creator though made it great. The lore is pretty minimal and you are mostly fighting various undead (some cultists and mongrelmen tossed in for variety) in order to take their treasure.
Have you run one of the old school mega-dungeon 5E conversions? I can't decide whether it is better to find one made for 5E, since many of the expectations are so different. I own Scarlet Citadel but was kind of underwhelmed reading it. At the same time I don't want to buy Rappan Athuk 5E only to find out that it doesn't work because all they did was search replace the statblocks.You can do all of those things in 5e.