D&D 5E If you're playing a dungeon campaign, what is a good level to end off at?

What level should you leave at?

  • Level 2

    Votes: 2 5.9%
  • Level 3

    Votes: 1 2.9%
  • Level 4

    Votes: 2 5.9%
  • Level 5

    Votes: 1 2.9%
  • Level 6

    Votes: 1 2.9%
  • Level 7

    Votes: 3 8.8%
  • Level 8

    Votes: 0 0.0%
  • Level 9

    Votes: 3 8.8%
  • Level 10

    Votes: 4 11.8%
  • Level 11

    Votes: 2 5.9%
  • Level 12

    Votes: 5 14.7%
  • Level 13

    Votes: 0 0.0%
  • Level 14

    Votes: 1 2.9%
  • Level 15

    Votes: 2 5.9%
  • Level 16

    Votes: 0 0.0%
  • Level 17

    Votes: 0 0.0%
  • Level 18

    Votes: 0 0.0%
  • Level 19

    Votes: 0 0.0%
  • Level 20

    Votes: 7 20.6%

  • Poll closed .
I voted 20. But that's really just a place holder. The actual answer is;
A) When it stops being interesting. At that point you need to have some way to wrap it up/escape.
Or
B) When the players come up with some creative enough way to escape.

I am sure the dungeon would have a definitive exit or exits.
 

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I answered much like ccs did - I voted 20, but what I mean by it is that you should stay in the dungeon exactly as long as the players are having fun in the dungeon (or dungeons), which could mean needing to play on for quite a few sessions while at 20th level (maybe including some epic boons from the DMG).
 

I voted ten because you said this was a campaign. However, I do not think I would have the entire campaign take place in a single dungeon scene. That may get old. I tend to craft adventures in arc of three (three adventures chapters that level up three times) and a campaign of three arcs (each arc adding much more to the story, revealing the potential end game, and creating more tension and urgency) which would take the characters up to level 10.
 

So the question comes out:
Do you think it would be worth it to craft a dungeon that could potentially take the players from level 1-20, and have an escape from every level in case the players get bored after a while, or have the escape lead to the next level if they wish to continue?

I feel this would serve a dual purpose.
One: to bring a campaign from level 1 and branching out at any time.
Two: allowing a DM to take parts of the campaign, inserting certain floors/levels into their campaign as they see fit without having to use all of it.

What are your thoughts on this?
 

So the question comes out:
Do you think it would be worth it to craft a dungeon that could potentially take the players from level 1-20, and have an escape from every level in case the players get bored after a while, or have the escape lead to the next level if they wish to continue?

I feel this would serve a dual purpose.
One: to bring a campaign from level 1 and branching out at any time.
Two: allowing a DM to take parts of the campaign, inserting certain floors/levels into their campaign as they see fit without having to use all of it.

What are your thoughts on this?

What do your players want? If they are interested in that type of adventure, then yes, it is worth it. If they are not certain, then I would develop the adventure as best as possible and see how it goes with them. Perhaps they will find that they love it and you can continue to build it, but if they get bored, be prepared to have a logical exit plan to a new story arc.
 

So the question comes out:
Do you think it would be worth it to craft a dungeon that could potentially take the players from level 1-20, and have an escape from every level in case the players get bored after a while, or have the escape lead to the next level if they wish to continue?

I feel this would serve a dual purpose.
One: to bring a campaign from level 1 and branching out at any time.
Two: allowing a DM to take parts of the campaign, inserting certain floors/levels into their campaign as they see fit without having to use all of it.

What are your thoughts on this?
That seems like the best way to run this type of campaign. I've found over the decades that some "cool" campaign ideas lost their flavor after only a few sessions, and it's far better to have an "out" that wraps up the campaign, than to just let it die.

I would suggest against letting the players know this, however. The illusion that escape is right around the corner (when you know it's not) might help keep the players interested in the game. Once interest starts to wane, you should end the campaign with the current level.
 

Baring DM Fiat, the game should probably end when Teleportation Circle becomes available, which would be Level 9. This is assuming a non-magical dungeon, with a gritty survival aspect.


My first thought as well. Availability being the crux of that situation. The danger in this type of campaign isn't so much that players will get bored but more so that they'll feel handled. Most games exist because of the illusion of agency that persists and players giving up some of that to buy into particular situations. A dungeon "campaign" assumes a long term buy in before it begins and without any really set end. But, ultimately, if that buy in can be achieved there's no reason such a campaign cannot be very much like any other. Think of a Hollow Earth campaign or extensive Underdark or even the Mines of Moria. They are all dungeon campaigns in their own way.
 

I find the question a bit odd. Shouldn't the campaign end whenever the players reach the exit of the dungeon?
Alternatively, have them reach the exit by the time the players no longer enjoy the campaign, regardless of their level.
 

Baring DM Fiat, the game should probably end when Teleportation Circle becomes available, which would be Level 9.

This, mostly.

However...

If you're playing a campaign, where the premise of it revolves around being trapped in a dungeon and escaping...

In my experience, the premise of a campaign rarely makes it intact right the way through - PC actions have a habit of shifting things around. That being the case, that "escape the dungeon" campaign may well evolve into a "let's get the guys who did this to us" campaign, and so may extend beyond the 'planned' endpoint.
 

Depending on how you do it and how you define a "dungeon", I see no reason why a dungeon couldn't become an entire campaign world.

Maybe people from all over have been pulled here for millennium and the ultimate goal is to figure out who or what is behind it.

Then again I once had a dungeon with the theme of corridors spelling out things like DOOM and DEATH so I may not be the best person to ask.
 

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