steeldragons
Steeliest of the dragons
I would humbly submit that the quality and "success" of the play experience of a megadungeon [or any other type of D&D adventure/game, for that matter] is on the DM...and the players...but in this context, I'd put more emphasis on the DM.
It is by no means an "all on them or nothing" scenario, but a good DM can present any environment: megadungeon, premade module, city/urban game, intrigue/mystery game, wilderness, exploration, etc. etc...in a way that creates the experience the players are looking for and offers loads of potential interaction. The players, obviously do the bulk of the RPing (they have to have their PCs actually interact, instead of just "ATTACK!") within that environment, but I'd put the bulk/onus (as the one in charge of all non-player elements) on the DM to make it RP friendly.
Even a hackn-slash game or a "Dungeon crawl/grind" adventure can be presented to promote RP and storytelling...with exciting battles/combat in there too.
A "good" DM can make the worst published modules into interesting engaging adventures. They can make the megadungeon a playground of RP opportunities and "fun" (if life-threatening) situations.
That hobgoblin checkpoint in the second level of the megadungeon...Yeah, it could be a straight up "roll initiative" or it could be a chance to try to wheel and deal, bribe, intimidate or bluff your way in..."Take us to your leader! We do not treat with the lowly likes of you."
From KotB on, "prisoners" to rescue in the dungeon have been a staple element. Sure, half of them (at least) will try to betray/kill you at their first opportunity...but there's an RP opportunity in them...and possible recurring character. The entire Slavers series was packed with NPC potential...rescue/free the slaves...practically none of them (iirc) were fleshed out individuals...so, Mr./Ms. DM get to some imagination and creativity.
I would expect in most megadungeons there will be at lest one section/area/level of creatures enslaving other creatures. Doesn't have to be vast numbers, but maybe there are only, like, 1-3 gnomes enslaved by some a bugbear tribe to serve their Chief. He only needs 1-3, so any more that become captured can be slain...or the chief is willing to kill/eat the eldest/sickly/can't carry his weight slave to make room for the PC gnome. [This sickly elder gnome is actually a powerful illusionist or former-gnomish king who, if you can free and supply him, will be an ally for life!]
Make them double agents, make them devoted henchmen, make them panic-striken innocents that require constant reassuring, helpful guides that know certain sections of the dungeon the party hasn't seen yet. Make them willing to overthrow their cruel masters or solely interested in escaping/not helping the party. Maybe they can be talked/intimidated/lied to/promises made into helping you.
"Random" (though nothing in a megadungeon should really be random) lone intelligent and/or non-evil creatures abound...usually as a potential "safe stopping/resting point" for the party. Maybe a published module has a nymph or nixie encounter...instead of just "they try to charm the first person with a Cha. of 13 or higher that walks in" they are interested in chatting up the charismatic ranger or elf character. Maybe a lone prospecting dwarf is happy for the company...long as you don't follow him to his secret [mithral-laden] grotto (which he, will obviously not tell you exists and if he finds you there -or trying to follow him- will attack in a crazed rage). Maybe a neutral or good dragon (maybe even an evil one) can be talked into letting the party rest in their lair with promises for some great treasure/tribute (per rest, of course) and taking care of the pesky "x" living some distance or in the "next level down/up" that come to steal from the edges of their cavernous horde...or took an egg? A normal seeming combat with a group of orcs results in the party enslaved, themselves, instead of slain on the spot. Meet your fellow slave-miners. Plan a revolt. Plan an escape (with or without the NPC slaves).
Options, options, options. And this is all off the top of my head. A megadungeon can be as RP oriented and story-rich as any other adventure (premade or homemade). It's up to the DM to take what's there and make it work/bring it to life...and that, very often, means tweaking/altering what's on the pages.
It is by no means an "all on them or nothing" scenario, but a good DM can present any environment: megadungeon, premade module, city/urban game, intrigue/mystery game, wilderness, exploration, etc. etc...in a way that creates the experience the players are looking for and offers loads of potential interaction. The players, obviously do the bulk of the RPing (they have to have their PCs actually interact, instead of just "ATTACK!") within that environment, but I'd put the bulk/onus (as the one in charge of all non-player elements) on the DM to make it RP friendly.
Even a hackn-slash game or a "Dungeon crawl/grind" adventure can be presented to promote RP and storytelling...with exciting battles/combat in there too.
A "good" DM can make the worst published modules into interesting engaging adventures. They can make the megadungeon a playground of RP opportunities and "fun" (if life-threatening) situations.
That hobgoblin checkpoint in the second level of the megadungeon...Yeah, it could be a straight up "roll initiative" or it could be a chance to try to wheel and deal, bribe, intimidate or bluff your way in..."Take us to your leader! We do not treat with the lowly likes of you."
From KotB on, "prisoners" to rescue in the dungeon have been a staple element. Sure, half of them (at least) will try to betray/kill you at their first opportunity...but there's an RP opportunity in them...and possible recurring character. The entire Slavers series was packed with NPC potential...rescue/free the slaves...practically none of them (iirc) were fleshed out individuals...so, Mr./Ms. DM get to some imagination and creativity.
I would expect in most megadungeons there will be at lest one section/area/level of creatures enslaving other creatures. Doesn't have to be vast numbers, but maybe there are only, like, 1-3 gnomes enslaved by some a bugbear tribe to serve their Chief. He only needs 1-3, so any more that become captured can be slain...or the chief is willing to kill/eat the eldest/sickly/can't carry his weight slave to make room for the PC gnome. [This sickly elder gnome is actually a powerful illusionist or former-gnomish king who, if you can free and supply him, will be an ally for life!]
Make them double agents, make them devoted henchmen, make them panic-striken innocents that require constant reassuring, helpful guides that know certain sections of the dungeon the party hasn't seen yet. Make them willing to overthrow their cruel masters or solely interested in escaping/not helping the party. Maybe they can be talked/intimidated/lied to/promises made into helping you.
"Random" (though nothing in a megadungeon should really be random) lone intelligent and/or non-evil creatures abound...usually as a potential "safe stopping/resting point" for the party. Maybe a published module has a nymph or nixie encounter...instead of just "they try to charm the first person with a Cha. of 13 or higher that walks in" they are interested in chatting up the charismatic ranger or elf character. Maybe a lone prospecting dwarf is happy for the company...long as you don't follow him to his secret [mithral-laden] grotto (which he, will obviously not tell you exists and if he finds you there -or trying to follow him- will attack in a crazed rage). Maybe a neutral or good dragon (maybe even an evil one) can be talked into letting the party rest in their lair with promises for some great treasure/tribute (per rest, of course) and taking care of the pesky "x" living some distance or in the "next level down/up" that come to steal from the edges of their cavernous horde...or took an egg? A normal seeming combat with a group of orcs results in the party enslaved, themselves, instead of slain on the spot. Meet your fellow slave-miners. Plan a revolt. Plan an escape (with or without the NPC slaves).
Options, options, options. And this is all off the top of my head. A megadungeon can be as RP oriented and story-rich as any other adventure (premade or homemade). It's up to the DM to take what's there and make it work/bring it to life...and that, very often, means tweaking/altering what's on the pages.