TSR Having multiple dungeons available to the players

One way to make this work is to vary the size of the dungeons available. One megadungeon, a few multi-level dungeons, and a handful of one-page dungeons makes for a lot of choice but a lot less prep for a DM compared to just prepping three whole megadungeons.
 

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The OP sounds like he is running 3 campaigns at once, which would be a trial for any DM. A campaign setting only needs be big enough to offer the required XP for every class offered to reach Name level, and a little beyond. That will likely be dozens of characters though as they die and restart and try different classes. So it isn't a calculable number. Growing the setting is a constant session prep task. (And Gary says you only need to cover about 3 levels to start anyways, so don't pregame prep larger than what you need.)

The Blackmoor / Greyhawk dungeons in the heyday were virtually the whole campaign. They didn't have to be, but that is how I would define a Megadungeon: "big enough to support an entire campaign's XP requirements within". That means all the diversity required to learn to play the whole game. Make 3 of these and we're doing more work than necessary. Provide a number of modules of differing heights and supports and we have later, more standard campaign setting.

I suggest balancing the forces on the map (this means everything on the map). Build support towns, villages, keeps, watchtowers, as well as cities and realms.
 

I think having 2 or 3 low level dungeons already on the map is a great idea, single level sort of stuff that should take only 1 or 2 sessions rather than a sprawling mega-dungeon, then you can seed rumours at the local town for the players to explore. The small adventures from the thunder rift mini setting are ideal for this.
 

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