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Megadungeon delving as a campaign’s core; is it compatible with modern play?
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<blockquote data-quote="J-H" data-source="post: 8798641" data-attributes="member: 7020951"><p>I did Castlevania (Castle Dracula on DM guild because I don't want to get sued) as a megadungeon of sorts... Levels 3-13, no exiting/buying supplies, but plenty of exploration.</p><p>There were a few linear bits, but also some times when the players could choose their route, move back and forth between areas IF they figured out or discovered secret passages, etc. The magic mirror to the library requiring a book in their possession stumped them for a long time.</p><p></p><p>Each area had its own set of native creatures/monsters and differing layout, so the experience in the library vs. the treasury vs. the dungeon was always very different. </p><p>A megadungeon HAS to have some sort of ecology or differentiation between areas, so that the play experience doesn't stay the same for more than 2 sessions.</p><p></p><p>Character discussion and development came from within the party, as well as with interaction from various NPCs who had varying degrees of hostility and ability to work with the party (Werewolf lord wanted a duel, Medusa wanted to eat them, the Lich librarian wanted them to not annoy him or break things, etc.). It was about 20-25 sessions long. Everyone had fun.</p></blockquote><p></p>
[QUOTE="J-H, post: 8798641, member: 7020951"] I did Castlevania (Castle Dracula on DM guild because I don't want to get sued) as a megadungeon of sorts... Levels 3-13, no exiting/buying supplies, but plenty of exploration. There were a few linear bits, but also some times when the players could choose their route, move back and forth between areas IF they figured out or discovered secret passages, etc. The magic mirror to the library requiring a book in their possession stumped them for a long time. Each area had its own set of native creatures/monsters and differing layout, so the experience in the library vs. the treasury vs. the dungeon was always very different. A megadungeon HAS to have some sort of ecology or differentiation between areas, so that the play experience doesn't stay the same for more than 2 sessions. Character discussion and development came from within the party, as well as with interaction from various NPCs who had varying degrees of hostility and ability to work with the party (Werewolf lord wanted a duel, Medusa wanted to eat them, the Lich librarian wanted them to not annoy him or break things, etc.). It was about 20-25 sessions long. Everyone had fun. [/QUOTE]
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Megadungeon delving as a campaign’s core; is it compatible with modern play?
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