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Advice on How to Run a Megadungeon Game
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<blockquote data-quote="Shiroiken" data-source="post: 7878126" data-attributes="member: 6775477"><p>First and foremost, make sure your players want to play in a megadungeon! I've offered up several megadungeon adventures, and my players have passed on all of them whenever they've had the choice. It's not always the most interesting concept for players, so get input from them first.</p><p></p><p>I like the multi-level idea over the segregated concept. In the segregated concept, the players cannot access parts of the dungeon until they perform part of the plot device/mcguffin, because they're not high enough level. In a multi-level dungeon, the general concept is the deeper you go, the more dangerous it becomes. If the players choose to (or are forced to) go deeper than they are ready for, they'll need to be ready to run!</p><p></p><p>Overall when designing a megadungeon, first consider the purpose of the dungeon. Next, you should consider having multiple levels of the same depth, with limited connection between the two, giving the players choices on where the explore (also giving you an out to add levels as needed). Most areas should be empty, with maybe the occasional exploration challenge, as monsters would generally congregate in groups. Finally, make sure you have plenty of options for movement, including multiple entrances, and quick passage to lower levels (once the party gets higher level), since a megadungeon will normally consist of numerous expeditions. Traps should make sense, both from a design perspective of the original intent, plus the movement of the occupants (some traps should have already triggered).</p><p></p><p>Monster politics can be tricky, because a lot of players, especially newer ones, tend to charge headlong into combat before any negotiation can occur. Easiest solution to that is to have the intelligent monsters subdue and take prisoners. Humanoids would constantly war with each other over resources, especially food and water. Other intelligent monsters might have other motivations, including revenge, greed, or just malice. Alliances between the factions can be made and broken, and the PCs would become a wild card in these events that each faction would want to control.</p><p></p><p>Example (from my last campaign)</p><p>There was an ancient hill dwarf stronghold that had long been forgotten to time. The above ground sections (mostly used for meeting with other races) had long since fallen to ruin, but within a standing structure was a set of stairs that lead downwards. The party knew nothing of the history of the stronghold, and part of the plot was learning the history of it (there was an Indiana Jones type sage, plus a dwarf in the party).</p><p></p><p>The first level consisted of a formal throne room and supporting rooms, such as guard chambers, kitchens, dinning, etc, but most of these were long unrecognizable. The monsters inhabiting this area were beasts that had wandered in from the outside, subsisting on fungus and moisture that leaked in from the surface. There were also a lot of traps, which were activated from a secret chamber behind the throne room (in case the stronghold was ever attacked), and the traps were activated until the party found the mechanism. Finally there was a deep well that led to level 6, which was currently the lair of a black dragon.</p><p></p><p>Another area on the same level was accessible through a secret door (other accesses had collapsed, but indicated it was there). It was originally the primary garrison for the stronghold, including the armory and several hidden chambers for diplomats and others VIPs to hide in case of attack. This area had mostly been taken over by a kobold clan, but there were various other monsters that preyed upon them. The kobold clan was currently at war with the goblin tribe that lived on the level below (connected to both areas of level 1), who periodically raided them for food (the kobolds hunted the various beasts in the other area). The party decided to exterminate them, because in their first encounter they killed one of the PCs.</p><p></p><p>The second level was originally more garrison space, plus storage for supplies. There was a secret exit outside, to be used for evacuation and for importing large goods. The supply area was controlled by the goblins warring with the kobolds of level 1, and the stairs up to the beast section of level 1 was controlled by orcs (who also hunted there). The exit section, which also had the stairs down to level 3, was controlled by a group of ogres that demanded tribute to use either. The party could ally with any of the groups except the ogres, who desired the status quo remain (as they benefited)</p><p></p><p>The third level was intended to be the main city of the dwarves, with several area, each controlled by various monsters, but I never got this far in my design. The players stopped after killing the kobolds on level 1, so I abandoned the project.</p></blockquote><p></p>
[QUOTE="Shiroiken, post: 7878126, member: 6775477"] First and foremost, make sure your players want to play in a megadungeon! I've offered up several megadungeon adventures, and my players have passed on all of them whenever they've had the choice. It's not always the most interesting concept for players, so get input from them first. I like the multi-level idea over the segregated concept. In the segregated concept, the players cannot access parts of the dungeon until they perform part of the plot device/mcguffin, because they're not high enough level. In a multi-level dungeon, the general concept is the deeper you go, the more dangerous it becomes. If the players choose to (or are forced to) go deeper than they are ready for, they'll need to be ready to run! Overall when designing a megadungeon, first consider the purpose of the dungeon. Next, you should consider having multiple levels of the same depth, with limited connection between the two, giving the players choices on where the explore (also giving you an out to add levels as needed). Most areas should be empty, with maybe the occasional exploration challenge, as monsters would generally congregate in groups. Finally, make sure you have plenty of options for movement, including multiple entrances, and quick passage to lower levels (once the party gets higher level), since a megadungeon will normally consist of numerous expeditions. Traps should make sense, both from a design perspective of the original intent, plus the movement of the occupants (some traps should have already triggered). Monster politics can be tricky, because a lot of players, especially newer ones, tend to charge headlong into combat before any negotiation can occur. Easiest solution to that is to have the intelligent monsters subdue and take prisoners. Humanoids would constantly war with each other over resources, especially food and water. Other intelligent monsters might have other motivations, including revenge, greed, or just malice. Alliances between the factions can be made and broken, and the PCs would become a wild card in these events that each faction would want to control. Example (from my last campaign) There was an ancient hill dwarf stronghold that had long been forgotten to time. The above ground sections (mostly used for meeting with other races) had long since fallen to ruin, but within a standing structure was a set of stairs that lead downwards. The party knew nothing of the history of the stronghold, and part of the plot was learning the history of it (there was an Indiana Jones type sage, plus a dwarf in the party). The first level consisted of a formal throne room and supporting rooms, such as guard chambers, kitchens, dinning, etc, but most of these were long unrecognizable. The monsters inhabiting this area were beasts that had wandered in from the outside, subsisting on fungus and moisture that leaked in from the surface. There were also a lot of traps, which were activated from a secret chamber behind the throne room (in case the stronghold was ever attacked), and the traps were activated until the party found the mechanism. Finally there was a deep well that led to level 6, which was currently the lair of a black dragon. Another area on the same level was accessible through a secret door (other accesses had collapsed, but indicated it was there). It was originally the primary garrison for the stronghold, including the armory and several hidden chambers for diplomats and others VIPs to hide in case of attack. This area had mostly been taken over by a kobold clan, but there were various other monsters that preyed upon them. The kobold clan was currently at war with the goblin tribe that lived on the level below (connected to both areas of level 1), who periodically raided them for food (the kobolds hunted the various beasts in the other area). The party decided to exterminate them, because in their first encounter they killed one of the PCs. The second level was originally more garrison space, plus storage for supplies. There was a secret exit outside, to be used for evacuation and for importing large goods. The supply area was controlled by the goblins warring with the kobolds of level 1, and the stairs up to the beast section of level 1 was controlled by orcs (who also hunted there). The exit section, which also had the stairs down to level 3, was controlled by a group of ogres that demanded tribute to use either. The party could ally with any of the groups except the ogres, who desired the status quo remain (as they benefited) The third level was intended to be the main city of the dwarves, with several area, each controlled by various monsters, but I never got this far in my design. The players stopped after killing the kobolds on level 1, so I abandoned the project. [/QUOTE]
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