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General Tabletop Discussion
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Dungeon Nomenclature and Taxonomy
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<blockquote data-quote="pawsplay" data-source="post: 5238392" data-attributes="member: 15538"><p>I think one of the defining characteristics of a Megadungeon is the environmental survival aspect. You could spend days, if not weeks, penetrating even the first few layers, so expendable resources like arrows, food, and light become important. In some cases, there are ways to secure resources within the dungeon and you never have to leave at all. Otherwise, exiting the dungeon can be as big an undertaking as entering it. How will you rest? Where can you get clerical magic? These become important questions.</p><p></p><p>A lair I think of as a dungeon revolving around just one set of creatures. For instance, the Isle of Dread introduced as to many smaller cave complexes that might, for instance, be populated by a gang of troglodytes, or by a dragon, or a nest of gargoyles. The largest lairs I can think of would be fortified structures filled with one faction, like a big goblin fort that goes underground and is manned by dozens of goblins, plus hobgoblins, trolls, and more who are their allies.</p><p></p><p>A Destination Dungeon has something at the bottom. B4: The Lost City when played into the lower levels is this kind of dungeon. Ultimately, the lost city and the vast goblin-infested caves are all a places on the way to the temple of Zargon the Returner. </p><p></p><p>Some dungeons I would call Funhouse Dungeons. You can stop any time you like and head back to town, barring certain unusual traps, but you are drawn ever deeper by the promise of rewards, the provocation of unusual challenges and situations, and curiosity about the strange things going on. Castle Amber springs to mind. Nastier versions can run like deadly slapstick.</p></blockquote><p></p>
[QUOTE="pawsplay, post: 5238392, member: 15538"] I think one of the defining characteristics of a Megadungeon is the environmental survival aspect. You could spend days, if not weeks, penetrating even the first few layers, so expendable resources like arrows, food, and light become important. In some cases, there are ways to secure resources within the dungeon and you never have to leave at all. Otherwise, exiting the dungeon can be as big an undertaking as entering it. How will you rest? Where can you get clerical magic? These become important questions. A lair I think of as a dungeon revolving around just one set of creatures. For instance, the Isle of Dread introduced as to many smaller cave complexes that might, for instance, be populated by a gang of troglodytes, or by a dragon, or a nest of gargoyles. The largest lairs I can think of would be fortified structures filled with one faction, like a big goblin fort that goes underground and is manned by dozens of goblins, plus hobgoblins, trolls, and more who are their allies. A Destination Dungeon has something at the bottom. B4: The Lost City when played into the lower levels is this kind of dungeon. Ultimately, the lost city and the vast goblin-infested caves are all a places on the way to the temple of Zargon the Returner. Some dungeons I would call Funhouse Dungeons. You can stop any time you like and head back to town, barring certain unusual traps, but you are drawn ever deeper by the promise of rewards, the provocation of unusual challenges and situations, and curiosity about the strange things going on. Castle Amber springs to mind. Nastier versions can run like deadly slapstick. [/QUOTE]
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