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<blockquote data-quote="Fanaelialae" data-source="post: 7815590" data-attributes="member: 53980"><p>I created a living dungeon that was growing from a seed of Creation. The seed was a nascent consciousness that dreamt monsters into being, because it needed sentient minds in order to grow to fruition and fulfill its purpose.</p><p></p><p>Each level had a different theme.</p><p></p><p>One was filled with weird goblin mutants.</p><p></p><p>Another was a friendly village that worshipped the eye in the cavern ceiling above them, but they would transform into vicious monsters when the eye closed (and would remember none of it the next day).</p><p></p><p>The deeper levels were each a fully realized demiplane. There was one where centaurs were tormented by a pair of evil dragons (there was a good dragon hiding on that plane, but she stood no chance against the pair of them).</p><p></p><p>This was a few years back, so I don't recall every level. They eventually made it to the bottom and discovered the seed, which asked them to help it in shaping a new world.</p><p></p><p>The dungeon wasn't the whole campaign though. It was a wholly optional side-area that they'd make forrays into when not undertaking other adventures.</p><p></p><p>One strong suggestion I'd recommend for a megadungeon is to include shortcuts that allow the party to skip levels. Retreading old areas can be fun (especially if you make changes, to reflect the "living" state of the dungeon), but too much of that can undercut progress after a few levels.</p><p></p><p></p><p>Apart from that, I've heard that Dungeon of the Mad Mage is a fairly decent megadungeon.</p></blockquote><p></p>
[QUOTE="Fanaelialae, post: 7815590, member: 53980"] I created a living dungeon that was growing from a seed of Creation. The seed was a nascent consciousness that dreamt monsters into being, because it needed sentient minds in order to grow to fruition and fulfill its purpose. Each level had a different theme. One was filled with weird goblin mutants. Another was a friendly village that worshipped the eye in the cavern ceiling above them, but they would transform into vicious monsters when the eye closed (and would remember none of it the next day). The deeper levels were each a fully realized demiplane. There was one where centaurs were tormented by a pair of evil dragons (there was a good dragon hiding on that plane, but she stood no chance against the pair of them). This was a few years back, so I don't recall every level. They eventually made it to the bottom and discovered the seed, which asked them to help it in shaping a new world. The dungeon wasn't the whole campaign though. It was a wholly optional side-area that they'd make forrays into when not undertaking other adventures. One strong suggestion I'd recommend for a megadungeon is to include shortcuts that allow the party to skip levels. Retreading old areas can be fun (especially if you make changes, to reflect the "living" state of the dungeon), but too much of that can undercut progress after a few levels. Apart from that, I've heard that Dungeon of the Mad Mage is a fairly decent megadungeon. [/QUOTE]
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