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Making Mega-Dungeons...
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<blockquote data-quote="clark411" data-source="post: 979715" data-attributes="member: 4768"><p>One key ingredient to the Mega-Dungeon you're wanting is the "percieved point of no return."</p><p></p><p>These are the places where adventurers pause... the wary turn back and the foolhardy press on without thought of concern. Where a smart adventurer might say "We should come back here later, after we've resupplied." or "Legends speak of this part of this dungeon. Few who enter it return."</p><p></p><p>These spots are obvious points of change in the environment, and pretty obvious points of change in the manner of beasts encountered.. whether a dungeon library becomes a dungeon crypt, or where there's a great expanse connected by a lone bridge (and across the other side are apparent signs of much more dangerous beasts.</p><p></p><p>Also, this change doesn't have to be overly ominous. If the party has just decimated an underground clutch of Yuan-Ti cultists and continued into the depths, they could come across ruins of an entirely different group that they haven't even begun to harm or rout. It's a whole new project to deal with, and given their adventures thus far they may be incapable of dealing with it immediately.</p><p></p><p>The most critical thing to do however, is to create a readily available history or explanation of the dungeon. Let there be clues as to what's going on or what has gone on. Make appropriate stimulus (i don't need to go into detail about how old schoolishly insufficient it is to state "Its a door... You open it? There's a dragon behind it. It sees you.") that details the creatures / obstacles the party will face. Huge clawmarks that run the length of the wall are far more interesting than "spot check... you see a bulette charging you." by and large (assuming the party will still encounter the bulette.</p></blockquote><p></p>
[QUOTE="clark411, post: 979715, member: 4768"] One key ingredient to the Mega-Dungeon you're wanting is the "percieved point of no return." These are the places where adventurers pause... the wary turn back and the foolhardy press on without thought of concern. Where a smart adventurer might say "We should come back here later, after we've resupplied." or "Legends speak of this part of this dungeon. Few who enter it return." These spots are obvious points of change in the environment, and pretty obvious points of change in the manner of beasts encountered.. whether a dungeon library becomes a dungeon crypt, or where there's a great expanse connected by a lone bridge (and across the other side are apparent signs of much more dangerous beasts. Also, this change doesn't have to be overly ominous. If the party has just decimated an underground clutch of Yuan-Ti cultists and continued into the depths, they could come across ruins of an entirely different group that they haven't even begun to harm or rout. It's a whole new project to deal with, and given their adventures thus far they may be incapable of dealing with it immediately. The most critical thing to do however, is to create a readily available history or explanation of the dungeon. Let there be clues as to what's going on or what has gone on. Make appropriate stimulus (i don't need to go into detail about how old schoolishly insufficient it is to state "Its a door... You open it? There's a dragon behind it. It sees you.") that details the creatures / obstacles the party will face. Huge clawmarks that run the length of the wall are far more interesting than "spot check... you see a bulette charging you." by and large (assuming the party will still encounter the bulette. [/QUOTE]
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