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General Tabletop Discussion
*Dungeons & Dragons
Megadungeon delving as a campaign’s core; is it compatible with modern play?
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<blockquote data-quote="jgsugden" data-source="post: 8798643" data-attributes="member: 2629"><p>The answer is yes you can, but you might want to shift the focus of the discussion into how you can do it.</p><p></p><p>I think one option is what Matt Mercer did on Critical Role - make it optional. In Campaign 2 he introduced a portable megadungeon that the PCs could enter at any point. They had the option to explore it, knowing it was full of the treasures of a great archmage of the distant past, but gave them other options for how to move forward with their campaign. </p><p></p><p>If I didn't want to make it optional and instead made it <em>the</em> campaign, I'd work with PCs to give them backstory elements that tie into the megadungeon and give them reasons to investigate it. Then I'd locate it so that PCs have the option so that they can leave it to cleanse their palette - perhaps locating it near a city or a port so that PCs have places to go 'outside'.</p><p></p><p>I like a condensed megadungeon, so my favorite design's most modern implementation is a nod to some Zelda Games - you have a complex and the heart of a ruined city to explore, but as you explore it you travel back and forth to the Shadowfell, Ethereal, and Feywild variants on it to find information and bypass barriers. The Shadowfell is a Ravenloft Domain that repeats the same day every day - and ends the day with the entire domain collapsing and killing any visitors stuck there (giving the PCs a a time limit on how long they can stay there). The Feywild is an echo of the city at the prime of the city with an Archfey overlord that doesn't want visitors and starts off playing tricks on visitors - but with an escalation to the chaos. The Ethereal is infested with Undead and Aberrations of the Feywild in a horrific reflection of the Prime Version. Once you understand how to navigate the connecting tissue, you can go between any two significant points in about 10 minutes ... but the place constabtly changes and evolves making these journeys quite chaotic. The key here is that the environment becomes a condensed backdrop in which character driven stories can occur.</p></blockquote><p></p>
[QUOTE="jgsugden, post: 8798643, member: 2629"] The answer is yes you can, but you might want to shift the focus of the discussion into how you can do it. I think one option is what Matt Mercer did on Critical Role - make it optional. In Campaign 2 he introduced a portable megadungeon that the PCs could enter at any point. They had the option to explore it, knowing it was full of the treasures of a great archmage of the distant past, but gave them other options for how to move forward with their campaign. If I didn't want to make it optional and instead made it [I]the[/I] campaign, I'd work with PCs to give them backstory elements that tie into the megadungeon and give them reasons to investigate it. Then I'd locate it so that PCs have the option so that they can leave it to cleanse their palette - perhaps locating it near a city or a port so that PCs have places to go 'outside'. I like a condensed megadungeon, so my favorite design's most modern implementation is a nod to some Zelda Games - you have a complex and the heart of a ruined city to explore, but as you explore it you travel back and forth to the Shadowfell, Ethereal, and Feywild variants on it to find information and bypass barriers. The Shadowfell is a Ravenloft Domain that repeats the same day every day - and ends the day with the entire domain collapsing and killing any visitors stuck there (giving the PCs a a time limit on how long they can stay there). The Feywild is an echo of the city at the prime of the city with an Archfey overlord that doesn't want visitors and starts off playing tricks on visitors - but with an escalation to the chaos. The Ethereal is infested with Undead and Aberrations of the Feywild in a horrific reflection of the Prime Version. Once you understand how to navigate the connecting tissue, you can go between any two significant points in about 10 minutes ... but the place constabtly changes and evolves making these journeys quite chaotic. The key here is that the environment becomes a condensed backdrop in which character driven stories can occur. [/QUOTE]
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Megadungeon delving as a campaign’s core; is it compatible with modern play?
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