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Megadungeon delving as a campaign’s core; is it compatible with modern play?
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<blockquote data-quote="Vaalingrade" data-source="post: 8800469" data-attributes="member: 82524"><p>So what I'm taking from this is that you'd like to use the <em>setting</em> of a megadungeon rather than how to make everything Old School.</p><p></p><p>The concept was pretty big in anime/manga a few years ago with Tower of Uruk, DanMachi and more recently Made in Abyss.</p><p></p><p>Basically what these do is present the dungeon is something so vast, so infinite that it has a direct impact on the world economy and culture. Cities spring up in them, they're so gigantic and so many people challenge them that there's entire ecosystems and even civilizations inside with demarcations and secret paths with forward outposts and adventurers even retiring down there.</p><p></p><p>The key is the use the dungeon itself as a setting with its own discrete regions and even miniature dungeons inside it rather than the endurance test it was back in the day.</p><p></p><p>With that in mind, use the nature of a giant dungeon to build the narrative. Maybe there's a new unexplored area; maybe the party is racing rivals to some goal, maybe an enemy is trying to hide in the depths, etc. Fighting the dungeon doesn't have to be the focus.</p></blockquote><p></p>
[QUOTE="Vaalingrade, post: 8800469, member: 82524"] So what I'm taking from this is that you'd like to use the [I]setting[/I] of a megadungeon rather than how to make everything Old School. The concept was pretty big in anime/manga a few years ago with Tower of Uruk, DanMachi and more recently Made in Abyss. Basically what these do is present the dungeon is something so vast, so infinite that it has a direct impact on the world economy and culture. Cities spring up in them, they're so gigantic and so many people challenge them that there's entire ecosystems and even civilizations inside with demarcations and secret paths with forward outposts and adventurers even retiring down there. The key is the use the dungeon itself as a setting with its own discrete regions and even miniature dungeons inside it rather than the endurance test it was back in the day. With that in mind, use the nature of a giant dungeon to build the narrative. Maybe there's a new unexplored area; maybe the party is racing rivals to some goal, maybe an enemy is trying to hide in the depths, etc. Fighting the dungeon doesn't have to be the focus. [/QUOTE]
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Megadungeon delving as a campaign’s core; is it compatible with modern play?
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