D&D 5E Megadungeon delving as a campaign’s core; is it compatible with modern play?

This seems, to me, to bring up the Coco Chanel moment....

The question in the OP was about making megadungeons compatible with modern play. Given that folks have limited time at the table, the typical old megadungeon play must be edited down to allow space for the modern play moments to happen.

Which megadungeony concerns do we set aside, then?
None. There's no need in my view.
 

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Can you explain what you mean by "modern play" here?

Limited time at any given session doesn't preclude serialized play.
Yeah my intended meaning of modern play was more the ‘character story first’ attitude as opposed to ‘module story first’ way or limited play time as they seem to of interpreted it.
 

This seems, to me, to bring up the Coco Chanel moment....

The question in the OP was about making megadungeons compatible with modern play. Given that folks have limited time at the table, the typical old megadungeon play must be edited down to allow space for the modern play moments to happen.

Which megadungeony concerns do we set aside, then?
I think megadungeons fit better with variable time limits and changing groups of players. As long as players have the ability to go in and out, they just delve in for a period of time you have for play. I think it is more that more modern sensibilities want to hit specific notes each session. The mega dungeon is less plot driven and that might not be as satisfying for many groups.

In terms of time management, a mega dungeon is not really any more difficult than any sandbox environment. I think a lot of the same issues in determining a good cut off point would present themselves in a hex crawl, for example.

If the players don't expect that every session will hit on certain plot points that drive the overall story forward, then I don't see the need to change how I run a mega-dungeon.
 

Yeah my intended meaning of modern play was more the ‘character story first’ attitude as opposed to ‘module story first’ way or limited play time as they seem to of interpreted it.
Right, and my general advice for that as above is to have the players tie their 10-page backstories to the adventure location in some way so that it's relevant to the characters' interests beyond gold and XP. There's no need to actually "set aside" dungeon exploration in my view. Maybe add some dungeon shopkeepers so players can kill half the session shopping or something like that.
 

Yeah my intended meaning of modern play was more the ‘character story first’ attitude as opposed to ‘module story first’ way or limited play time as they seem to of interpreted it.
If character story first is the priority, than the group may not like a megadungeon whatever the session length. But if they are up for character stories that emerge from the exploration and actions, rather than an overall story arch, they should still enjoy it.
 

If the players don't expect that every session will hit on certain plot points that drive the overall story forward, then I don't see the need to change how I run a mega-dungeon.

Then, in what ways are you working with more modern gaming styles?
 

Then, in what ways are you working with more modern gaming styles?
I guess, strictly speaking, I'm not. But I think what is different from how I might have run a dungeon in the 80s compared to the campaign that I'm running now, is that there are many plots. But it is not like there is a specific storyline to follow. In addition to the huge number of locations and possible encounters that are highly interlinked, there are different factions with different goals, a lot of history, a lot of potential plots and quests. But what the story becomes is entirely up to the players. Initially, it can be a bit disorienting for players used to more modern story-driven adventures. But what quickly happens is that plots emerge and take on a life on their own. They have a story to follow, but that story never had to be the story. The decisions and actions of the PCs decide the plot.

What I do think is important for many players is that they have a reason to go into the dungeon in the first place as @iserith stated in an earlier post. But after a few sessions, reasons to continue going back emerge. After a few sessions, I don't find that the mega dungeon has any less story than a typical modern adventure.

Other more modern preferences work just fine in a mega dungeon. You don't want to spend large amounts of game time explaining in detail how you are searching or how you deal with a trap or locked door. Passive perception and skill checks can be used. You really like spending time acting out your character in social interactions, there are opportunities for that. You don't want to try to draw out a map as you explore, there are VTTs that will clear fog as you explore. You want normal XP earning, that works fine. Lots of things to kill in a mega dungeon. Milestone leveling? Sure, when you reach a certain area or defeat a certain foe then level up.

I have trouble thinking of anything that would really prevent newer more "modern" players from enjoying a mega dungeon, other than they don't like the setting. But that can be an issue with any setting or adventure.
 

If character story first is the priority, than the group may not like a megadungeon whatever the session length. But if they are up for character stories that emerge from the exploration and actions, rather than an overall story arch, they should still enjoy it.
Maybe, but the thread premise is if it’s possible to bridge and combine the two, character story first in the megadungeon setting, I guess without being required to specifically tailor their characters to the dungeon setting.
 

Maybe, but the thread premise is if it’s possible to bridge and combine the two, character story first in the megadungeon setting, I guess without being required to specifically tailor their characters to the dungeon setting.
I think we'd have to define what "character story first" actually means in context. To my mind, that's when players submit their backstories which the DM then makes some kind of game around. Certainly not my preference, but I think that's what is meant. If that's the case, then the player does bear some responsibility in my view to ground their character in the setting and on the focus of play, whether it's a megadungeon or not.
 

Maybe, but the thread premise is if it’s possible to bridge and combine the two, character story first in the megadungeon setting, I guess without being required to specifically tailor their characters to the dungeon setting.
Yeah, I think that's possible - it will likely mean that exploring the megadungeon is more than "because we can" and there's now a story behind why the group is foraying into its depths, and there may be more impetus to any trips back to town as more than a drop off treasure and resupply point.

I think B4 - Lost City would excel at this, considering the factions and undercity within it. Undermountain and its Skullport area would mesh with this nicely as well.
 

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