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Help me grok mega-dungeons
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<blockquote data-quote="Ovarwa" data-source="post: 7124217" data-attributes="member: 75153"><p>Hi,</p><p></p><p></p><p>Well, that's pretty important to the concept, even if the victory condition is to survive with maximal loot....</p><p></p><p></p><p>It *can* be, but there are other campaign structures and other kinds of scenarios.</p><p></p><p>Most campaigns consist of linked scenarios, with "the campaign" being a quality that emerges after some number of sessions have been played.</p><p></p><p>Or, let's consider Buffy the Vampire Slayer. This is *not* a megadungeon at all. Sunnydale is important only because the adventures have to happen *somewhere*. But Sunnydale as a place is so unimportant, that its nature changes every season. Season 1? It's a one-Starbuck town. By season 2 it has docks and a college. By season 3 it also has an airport and a major university. This is very much the opposite of a dungeon-driven campaign, in which *the place* drives the action. Even Sunnydale being in California doesn't matter much: The entire show would work exactly the same way were it set on Long Island, or South Podunk, Kansas.</p><p></p><p>Or maybe Forgotten Realms: FR *contains* dungeons, and can even be explored. But it is too big to constrain the action. Nor does it have exit conditions. Or victory conditions. It's a setting.</p><p></p><p>I might also note that this isn't a technical term. There is no formal dungeon test, and describing an adventure as dungeon delving might be reasonably accurate while missing the point, as in The Tombs of Atuan. (Or maybe it doesn't: A Wizard of Earthsea is *not* dungeonlike, but Tombs of Atuan is, and the two books feel quite different.)</p><p></p><p>Anyway,</p><p></p><p>Ken</p></blockquote><p></p>
[QUOTE="Ovarwa, post: 7124217, member: 75153"] Hi, Well, that's pretty important to the concept, even if the victory condition is to survive with maximal loot.... It *can* be, but there are other campaign structures and other kinds of scenarios. Most campaigns consist of linked scenarios, with "the campaign" being a quality that emerges after some number of sessions have been played. Or, let's consider Buffy the Vampire Slayer. This is *not* a megadungeon at all. Sunnydale is important only because the adventures have to happen *somewhere*. But Sunnydale as a place is so unimportant, that its nature changes every season. Season 1? It's a one-Starbuck town. By season 2 it has docks and a college. By season 3 it also has an airport and a major university. This is very much the opposite of a dungeon-driven campaign, in which *the place* drives the action. Even Sunnydale being in California doesn't matter much: The entire show would work exactly the same way were it set on Long Island, or South Podunk, Kansas. Or maybe Forgotten Realms: FR *contains* dungeons, and can even be explored. But it is too big to constrain the action. Nor does it have exit conditions. Or victory conditions. It's a setting. I might also note that this isn't a technical term. There is no formal dungeon test, and describing an adventure as dungeon delving might be reasonably accurate while missing the point, as in The Tombs of Atuan. (Or maybe it doesn't: A Wizard of Earthsea is *not* dungeonlike, but Tombs of Atuan is, and the two books feel quite different.) Anyway, Ken [/QUOTE]
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