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How long did your World's Largest Dungeon campaign last?

How long did your WLD campaign last?

  • Less than one month

    Votes: 17 21.0%
  • One to three months

    Votes: 16 19.8%
  • Four to six months

    Votes: 1 1.2%
  • Seven to nine months

    Votes: 0 0.0%
  • Ten to 12 months

    Votes: 4 4.9%
  • 13 to 18 months

    Votes: 8 9.9%
  • More than 18 months

    Votes: 4 4.9%
  • What is the World's Largest Dungeon?

    Votes: 31 38.3%

Even if you wind up not playing through the WLD, it has a LOT more value than just as a giant adventure.

I think the beautiful part about it is that you can use just about any of those sections as a stand alone dungeon for your own gameworld. Pick one around the right CR, make adjustments to fit your game and "poof" you're done.
 

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Never had any interest in it.

Dungeons are something that I try not to run, except in a very limited context; a gigantic, extended dungeon simply sounds like a nightmare.
 

I bought the book looking forward to it and once I hit the section about leveling up I lost interest. I bounced it off the group and sure enough they Boo'd it for how one levels up.

I may use it with my kids in the future.


So My answer isn't listed- its a '0' . Know what it is but found it didn't work with my play groups style (level hungry).
 

Cedric said:
Even if you wind up not playing through the WLD, it has a LOT more value than just as a giant adventure.

I think the beautiful part about it is that you can use just about any of those sections as a stand alone dungeon for your own gameworld. Pick one around the right CR, make adjustments to fit your game and "poof" you're done.

My thoughts exactly.
 

Its definatly not for everyone. I have 4 players that show up each week and 2 more that show up when they can. I had 2 others that started the game but dropped either because of the WLD setting or my DM'ing ability. :)

The 4 that show up each week seem to be having fun though. We are about a 3rd of the way though I now and they are thinking of heading to J soon (and skipping the rest of I).

rv
 

Incidentally, I plan on running the WLD with True20, so some of the system tedium that comes with massive dungeon crawls in full-blown d20 may be alleviated.
 
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We played more or less bi-weekly for just over a year. My group was the type that would like this sort of thing going in. They had reached level 10. The group was breaking up because of a couple moving out of town, but I was pretty burnt out by then, myself.
 

We played from Dec. 2004 until August 2006, so about 20 months. Though it took a bit of deus ex machina, most of the players escaped from the dungeon...the only one on his original character though died at the end.

JediSoth
 

I'm Merkuri's DM, so, yeah, we just had our 63rd session in the WLD.

For those who think it's nothing but, "I open the door and check the room" I would suggest that moving beyond the first section quickly is the way to go. There is actually a huge amount of roleplay that can be done in the Dungeon. Even in the first section, you have the three humanoid tribes which can be dealt with in a large number of ways beyond see orc, kill orc.

I posted this over at the AEG site, so I thought I'd add it here:

Hussar said:
Just thought I'd share my short views of the Dungeon.

Heh, I'm very obviously biased since I've been running this thing for better than a year now. I like it. I'll try to give a fairly even handed rundown of the parts that we've actually played here to give people an idea of what it's like. Just remember, yes, I am a fan. :)

Overview

This is, as advertised a honking big dungeon crawl. The WLD is split into 15 regions, each self contained, each with its own storyline and "feel". The basic premise is the party will enter in Region A and cannot leave until they find an exit, many, many levels later. This, of course, brings with it a host of issues - supplying is difficult, food, water, survival, character replacement - are all problems the party must face.

My group has travelled through Regions A, B, C, G and now K. You will not actually hit every region during play. At least, you're not really meant to. Each region has a level range, usually 3 character levels, so, once you've progressed to a certain point, it would be kinda pointless to backtrack.

I play 3 hour sessions and it has taken me about 10-15 sessions per region. Some people are obviously faster. One of the other DM's is most of the way through C after 20 sessions. YMMV and all that.

Region A

This is the introduction region. It has some strong bits and some very weak bits unfortunately. On the strong side, there are several groups with which the party can interact rather than simply kill - a group of orcs, kobolds or troglodytes. Allying with any one group will make the other two enemies. The layout of the region is very nice with very few mistakes.

On the down side, the region is VERY repetitive. There are room after room of darkmantles and rat swarms. This can lead to a really grinding experience of "We open the door, kill the critter go to the next door".

I found that adding a few creatures and changing a few bits really made a big difference. I added a trapped angel in one area for the party to interact with and a crypt thing in another area which split the party and teleported them to random areas of the region. That went over quite well.

Region B

I have very mixed feelings about this region. It has some very cool ideas - a goblin empire that worships a bizarre statue, numerous traps and goodies, and some really fantastic set battles. On the downside, the map for this region needs work and there is some truly piss poor editing. In my view, fantastic idea and can certainly work, but, needs a fair bit of handling to keep running smoothly.

Region C

My favourite region so far. An insane dragon, dead wizard, the remains of titanic battles and all sorts of other goodies. There were almost no mistakes that I could find in this region and the storyline here is really attention grabbing. Entering a massive chamber with chains the size of a bus lying broken on the ground is just a great memory. And I think the battle with Nardarik the Black is something my players will remember. I know I will.

Region G

This region ties for favourite for me. A massive battle between angels and demons with all sorts of evil chewy goodness mixed in. This region is sweet because it has just so many things in it. The party can interact with the creators of the Dungeon, and they can likely talk to the demons as well as both sides try to recruit. Bloody great battles too.

Region K

The party has just entered here. Honestly, doing the prep work for this region, I was left feeling rather cold. One nice set piece battle and some rather poncy encounters. However, I think this might be one of those "Looks bad/plays good" type things. The party has rescued a lizard folk tribesman and returned him to his tribe. This has led to lots of interaction and role play. Nicely different from dealing with the angels since the lizardfolk and the party are so much more on equal footing. We've just scratched the surface here, but, I'm thinking that this region, although likely considerably shorter than others, might be a whole lot of fun.

And hey, any time you get to go toe to toe with a dragon, it's gotta be not bad right? :)
 

Thanks for the advice Hussar. I'll definitely make it a point to add some new encounters to Region A. And I have a Crypt Thing tattooed on my forearm (who's a geek?), so as you might suspect, I'm not adverse to that idea at all ;)
 

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