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<blockquote data-quote="pogre" data-source="post: 7815612" data-attributes="member: 6588"><p>Rappun Athuk grew out of the tradition of every DM having their own dungeon. </p><p></p><p>When I started playing in the mid 70's players would come over to my place and explore my dungeon. Then, a couple of days later we would migrate to another friend's place and explore his dungeon. We would use the same PCs and sometimes there would be large disparities between character's power and level. </p><p></p><p>These games were huge by modern standards - typically 12-15 players - we used a caller during exploration. I wish I had some of those old dungeons, but they were pretty nonsensical and lacked much in the area of "dungeon ecology." </p><p></p><p>During the winter months it was common to play three or four times a week. The game was pretty new and we loved it - playing revolved around memorable encounters and was much less about 'story.'</p><p></p><p>It was a great time, but it would not be a satisfying game experience for me these days.</p><p></p><p>The trick with megadungeons today is to provide interesting encounters, in a dungeon ecology, with a theme. For the most part, my players, (who love combat), eventually tire of just killing stuff and stealing their loot.</p><p></p><p></p><p>I will just echo these posters' recommendations. </p><p></p><p>My group is finishing up Dungeon of the Mad Mage and we have had a blast. However, the dungeon is very explicit about having a theme for each level. It's made for a very enjoyable campaign.</p></blockquote><p></p>
[QUOTE="pogre, post: 7815612, member: 6588"] Rappun Athuk grew out of the tradition of every DM having their own dungeon. When I started playing in the mid 70's players would come over to my place and explore my dungeon. Then, a couple of days later we would migrate to another friend's place and explore his dungeon. We would use the same PCs and sometimes there would be large disparities between character's power and level. These games were huge by modern standards - typically 12-15 players - we used a caller during exploration. I wish I had some of those old dungeons, but they were pretty nonsensical and lacked much in the area of "dungeon ecology." During the winter months it was common to play three or four times a week. The game was pretty new and we loved it - playing revolved around memorable encounters and was much less about 'story.' It was a great time, but it would not be a satisfying game experience for me these days. The trick with megadungeons today is to provide interesting encounters, in a dungeon ecology, with a theme. For the most part, my players, (who love combat), eventually tire of just killing stuff and stealing their loot. I will just echo these posters' recommendations. My group is finishing up Dungeon of the Mad Mage and we have had a blast. However, the dungeon is very explicit about having a theme for each level. It's made for a very enjoyable campaign. [/QUOTE]
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