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Megadungeon delving as a campaign’s core; is it compatible with modern play?
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<blockquote data-quote="Snarf Zagyg" data-source="post: 8798521" data-attributes="member: 7023840"><p>It's an interesting question- a lot of it depends on how you are defining "modern play," I guess, and also what you want from your megadungeon.</p><p></p><p>You can run a megadungeon in 5e. That's not an issue. You can run a megadungeon using more character-focused narratives, as well; there is a long history going back to the 70s of megadungeons being used not just for Gygaxian skilled play, but also to explore more character-driven arcs (you can see echoes of this in the factions in B4, for example). </p><p></p><p>That said, megadungeons traditionally tax the character's resources in way that most modern play is not ... not as familiar with. Elements like traps, darkness, limited supplies, and availability (or lack thereof) of healing factors into the classic ideal of the traditional megadungeon. While you can certainly incorporate character elements into that (and it will work well), if you are playing in 5e, you will likely need to tinker with the rules, or use variant rules (the various so-called "gritty" rules) in order to get a real megadungeon feel.</p><p></p><p>Simply put- the power levels of 5e characters is not conducive to megadungeons, and will require some tinkering and thought.</p></blockquote><p></p>
[QUOTE="Snarf Zagyg, post: 8798521, member: 7023840"] It's an interesting question- a lot of it depends on how you are defining "modern play," I guess, and also what you want from your megadungeon. You can run a megadungeon in 5e. That's not an issue. You can run a megadungeon using more character-focused narratives, as well; there is a long history going back to the 70s of megadungeons being used not just for Gygaxian skilled play, but also to explore more character-driven arcs (you can see echoes of this in the factions in B4, for example). That said, megadungeons traditionally tax the character's resources in way that most modern play is not ... not as familiar with. Elements like traps, darkness, limited supplies, and availability (or lack thereof) of healing factors into the classic ideal of the traditional megadungeon. While you can certainly incorporate character elements into that (and it will work well), if you are playing in 5e, you will likely need to tinker with the rules, or use variant rules (the various so-called "gritty" rules) in order to get a real megadungeon feel. Simply put- the power levels of 5e characters is not conducive to megadungeons, and will require some tinkering and thought. [/QUOTE]
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Megadungeon delving as a campaign’s core; is it compatible with modern play?
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