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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="MNblockhead" data-source="post: 8800195" data-attributes="member: 6796661"><p>Teleportation circle is limited. It took a year and spending a lot of gold with the mages guild to get wizards to travel the long distance to their castle to create a permanent teleportation circle in their castle. Before that it would mean teleporting weeks worth of travel away. Even their castle is more than a days travel from where their castle is. Once they had the teleportation circle in their home base, it would mean 8 hours for the long rest and more than a days travel to get get back to the dungeon and then they would have to travel back to the location they left. A lot can change in that time and just getting back to the area they left can be very dangerous. So LTH makes more sense until you get 7th level spells. If you have a Druid, Wind Walk can help, but really until you have Teleportation, you are not able to just blip in and out of a location. </p><p></p><p>Even at higher levels, if you can find a place to set up LTH, you can have characters who need the rest take it while other characters can still scout, etc. Sure, at higher levels, teleportation is usually the more logical option. The party has explored enough of the dungeon and set up safe areas through alliances and spending a lot of gold on troops to secure areas, etc. So they can teleport back into a safe area to make another attempt at an area where they were forced to retreat from via teleport. There, however, some areas that warded against magical travel. So, it is not always an option. </p><p></p><p>LTH doesn't get as much use at higher levels, but sometimes it is still useful. </p><p></p><p></p><p>Yes, that often is the case. Depends on the nature of the enemy and availability of reinforcements. Also the nature of traps, magic wards, etc. and how they were overcome the first time around. </p><p></p><p></p><p>Not really. There are lots of factions and things can be very dynamic. Areas you clear will not stay cleared if you don't find a way to secure them. Enemies learn about and prepare for the party. There is political intrigue among many groups and actors with competing and often hidden goals. </p><p></p><p>Two hours is too short for me. We run eight-hour games, generally about once per month. But I would hardly say that I try to treat each game session as a TV episode in terms of storytelling. But I do try to find a good place to stop where the party goes back to their home based or a secured location in the dungeon. This is mostly because I want to have flexibility so that people can drop in and out of the campaign. The core four players may nearly every game and we schedule our sessions around the five of our schedules. But we have others who play when they can. So, while I have had game end mid-battle, I try to avoid that, even if we end the game early.</p></blockquote><p></p>
[QUOTE="MNblockhead, post: 8800195, member: 6796661"] Teleportation circle is limited. It took a year and spending a lot of gold with the mages guild to get wizards to travel the long distance to their castle to create a permanent teleportation circle in their castle. Before that it would mean teleporting weeks worth of travel away. Even their castle is more than a days travel from where their castle is. Once they had the teleportation circle in their home base, it would mean 8 hours for the long rest and more than a days travel to get get back to the dungeon and then they would have to travel back to the location they left. A lot can change in that time and just getting back to the area they left can be very dangerous. So LTH makes more sense until you get 7th level spells. If you have a Druid, Wind Walk can help, but really until you have Teleportation, you are not able to just blip in and out of a location. Even at higher levels, if you can find a place to set up LTH, you can have characters who need the rest take it while other characters can still scout, etc. Sure, at higher levels, teleportation is usually the more logical option. The party has explored enough of the dungeon and set up safe areas through alliances and spending a lot of gold on troops to secure areas, etc. So they can teleport back into a safe area to make another attempt at an area where they were forced to retreat from via teleport. There, however, some areas that warded against magical travel. So, it is not always an option. LTH doesn't get as much use at higher levels, but sometimes it is still useful. Yes, that often is the case. Depends on the nature of the enemy and availability of reinforcements. Also the nature of traps, magic wards, etc. and how they were overcome the first time around. Not really. There are lots of factions and things can be very dynamic. Areas you clear will not stay cleared if you don't find a way to secure them. Enemies learn about and prepare for the party. There is political intrigue among many groups and actors with competing and often hidden goals. Two hours is too short for me. We run eight-hour games, generally about once per month. But I would hardly say that I try to treat each game session as a TV episode in terms of storytelling. But I do try to find a good place to stop where the party goes back to their home based or a secured location in the dungeon. This is mostly because I want to have flexibility so that people can drop in and out of the campaign. The core four players may nearly every game and we schedule our sessions around the five of our schedules. But we have others who play when they can. So, while I have had game end mid-battle, I try to avoid that, even if we end the game early. [/QUOTE]
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Megadungeon delving as a campaign’s core; is it compatible with modern play?
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