Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*TTRPGs General
EN WORLD DUNGEON: 16 months until 5e. Let's start building.
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Celebrim" data-source="post: 5886638" data-attributes="member: 4937"><p>I ran the LFGS's weekly open dungeon crawl for a while. I started out preping 5-10 room dungeons set inside mini-modules, but it took me about 20 hours of work to prep a 2-3 hour session. To reduce my work load, I started building a megadungeon using the 1e random dungeon generator to do the backbone work. Using this pattern, I was able to prep 10-20 hours of game play in the same time it had been taking me to do my more detailed/structured work, which let me easily keep ahead of the rate of exploration.</p><p></p><p>The dungeon started out as a planless sprawl, but eventually I morphed into the idea of having a 12 level dungeon. Each level contained one room in which there was a lock of some sort, although not every lock looked like one. The one of the first level was a circle of protective runes written in chalk in a hidden room. The one on the second level was an enormous grandfather clock. Each lock was gaurded, and each level also had a 'ruler' who desired most of all to open each lock. The players were told only that the dungeon was made by a mad wizard to hide a fantastic treasure in a vault at the bottom of the dungeon. I had eventually planned to theme lower levels by using different sorts of random generation.</p><p></p><p>Anyway, my suggestion is that if you really want to make a mega dungeon and have it work, you need to find 10-12 lead developers that will commit to making a level of the dungeon in a way that feels old school. Each dungeon should be limited to say 50-100 encounter locations, and each level should be planned to balance around a particular level of difficulty roughly 1-2 levels wide. Once the place is mapped and populated, if you have lots of support for the project the details can be drawn up by any one who wants to contribute to one of the teams. As lead developer, you should simply set a very broad theme that's easy to plan to, set some standards, and approve general plans (you'll probably want your own level to make as well). Prisons for extra planar beings and mad wizards are cliche, but they do help explain how anything is possible. </p><p></p><p>Honestly, the quality of work in mega dungeons is so low generally, that it wouldn't be too hard for an EnWorld fan project to meet or exceed the general level of quality associated with megadungeons.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 5886638, member: 4937"] I ran the LFGS's weekly open dungeon crawl for a while. I started out preping 5-10 room dungeons set inside mini-modules, but it took me about 20 hours of work to prep a 2-3 hour session. To reduce my work load, I started building a megadungeon using the 1e random dungeon generator to do the backbone work. Using this pattern, I was able to prep 10-20 hours of game play in the same time it had been taking me to do my more detailed/structured work, which let me easily keep ahead of the rate of exploration. The dungeon started out as a planless sprawl, but eventually I morphed into the idea of having a 12 level dungeon. Each level contained one room in which there was a lock of some sort, although not every lock looked like one. The one of the first level was a circle of protective runes written in chalk in a hidden room. The one on the second level was an enormous grandfather clock. Each lock was gaurded, and each level also had a 'ruler' who desired most of all to open each lock. The players were told only that the dungeon was made by a mad wizard to hide a fantastic treasure in a vault at the bottom of the dungeon. I had eventually planned to theme lower levels by using different sorts of random generation. Anyway, my suggestion is that if you really want to make a mega dungeon and have it work, you need to find 10-12 lead developers that will commit to making a level of the dungeon in a way that feels old school. Each dungeon should be limited to say 50-100 encounter locations, and each level should be planned to balance around a particular level of difficulty roughly 1-2 levels wide. Once the place is mapped and populated, if you have lots of support for the project the details can be drawn up by any one who wants to contribute to one of the teams. As lead developer, you should simply set a very broad theme that's easy to plan to, set some standards, and approve general plans (you'll probably want your own level to make as well). Prisons for extra planar beings and mad wizards are cliche, but they do help explain how anything is possible. Honestly, the quality of work in mega dungeons is so low generally, that it wouldn't be too hard for an EnWorld fan project to meet or exceed the general level of quality associated with megadungeons. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
EN WORLD DUNGEON: 16 months until 5e. Let's start building.
Top