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Designing a mega-dungeon - looking for ideas, products
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<blockquote data-quote="Tav_Behemoth" data-source="post: 4634760" data-attributes="member: 18017"><p>I'll have to look into picking up Whiterock - I'd heard lukewarm things about it elsewhere.</p><p></p><p>From an old-school perspective I'd give big ups to Paul Jaquay's <u>Caverns of Thracia</u>. It's got a great mix of well-worked out naturalism (especially in the easiest areas to access) and freakiness (especially in the secret areas). The layout is awesome, with multiple entry points, connections between levels, and secret areas that I think would make it fascinating to run over and over again. And the theme is pulpy and evocative, without having a story that's plotted in advance; the setup is very dynamic, with multiple factions, so that there's enormous scope for player action to change how things turn out.</p><p></p><p>The players in my <a href="http://redbox.wikidot.com/forum/c-61198/white-sandbox" target="_blank">White Sandbox</a> campaign has just cleared out the above-ground ambush sites above the caverns and made contact with some of the human tribesmen, so I'm looking forward to our first descent, and will perhaps add some side corridors that go into some of these other megadungeons!</p><p></p><p><u>Caverns of Thracia</u> isn't connected to a city - by default it exists in ruins somewhere desolate - but you could easily swap out the (minimal) aboveground portion and develop connections between the ancient cult and your modern city above the caverns.</p></blockquote><p></p>
[QUOTE="Tav_Behemoth, post: 4634760, member: 18017"] I'll have to look into picking up Whiterock - I'd heard lukewarm things about it elsewhere. From an old-school perspective I'd give big ups to Paul Jaquay's [u]Caverns of Thracia[/u]. It's got a great mix of well-worked out naturalism (especially in the easiest areas to access) and freakiness (especially in the secret areas). The layout is awesome, with multiple entry points, connections between levels, and secret areas that I think would make it fascinating to run over and over again. And the theme is pulpy and evocative, without having a story that's plotted in advance; the setup is very dynamic, with multiple factions, so that there's enormous scope for player action to change how things turn out. The players in my [url=http://redbox.wikidot.com/forum/c-61198/white-sandbox]White Sandbox[/url] campaign has just cleared out the above-ground ambush sites above the caverns and made contact with some of the human tribesmen, so I'm looking forward to our first descent, and will perhaps add some side corridors that go into some of these other megadungeons! [u]Caverns of Thracia[/u] isn't connected to a city - by default it exists in ruins somewhere desolate - but you could easily swap out the (minimal) aboveground portion and develop connections between the ancient cult and your modern city above the caverns. [/QUOTE]
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