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Making Mega-Dungeons...
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<blockquote data-quote="rounser" data-source="post: 980112" data-attributes="member: 1106"><p>To throw in two unuseful cents, consider the possibility that megadungeons are too much of a good thing. If you truly love dungeon, a lot of dungeon, make a whole bunch of dungeons with different themes, and use the effort that way. Variety staves off boredom, and a change is as good as a holiday.</p><p></p><p>You might even want to consider outdoors dungeons, like the evil druid's magical hedgerow maze, or urban dungeons, like the vault of the city theives guild. The concept of megadungeons being so cool ("It's so big and deadly!") seems to obscure the finding that they're generally pretty dull in play. Campaigns stagnate inside megadungeons as you wave goodbye to plot, roleplaying and missions...I guess that's the best piece of advice I can offer on the topic - if you do build a megadungeon, remember to incorporate these elements in multiple ways <em>inside</em> the dungeon, rather than just for the reason to enter. (And, remember that "negotiating with the factions" and "PCs could disguise themselves to get past the enemies" doesn't count in these departments. You can do that in every module with as much depth as Keep on the Borderlands.)</p></blockquote><p></p>
[QUOTE="rounser, post: 980112, member: 1106"] To throw in two unuseful cents, consider the possibility that megadungeons are too much of a good thing. If you truly love dungeon, a lot of dungeon, make a whole bunch of dungeons with different themes, and use the effort that way. Variety staves off boredom, and a change is as good as a holiday. You might even want to consider outdoors dungeons, like the evil druid's magical hedgerow maze, or urban dungeons, like the vault of the city theives guild. The concept of megadungeons being so cool ("It's so big and deadly!") seems to obscure the finding that they're generally pretty dull in play. Campaigns stagnate inside megadungeons as you wave goodbye to plot, roleplaying and missions...I guess that's the best piece of advice I can offer on the topic - if you do build a megadungeon, remember to incorporate these elements in multiple ways [i]inside[/i] the dungeon, rather than just for the reason to enter. (And, remember that "negotiating with the factions" and "PCs could disguise themselves to get past the enemies" doesn't count in these departments. You can do that in every module with as much depth as Keep on the Borderlands.) [/QUOTE]
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