I'm starting to work on a Mega dungeon that has players starting at the center of the dungeon. I'm curious if anyone has any suggestions how to allow players to move through the dungeon in a free form way without creating a linear progression. Also I'm curious as to how to warn them off areas that may end up being too difficult without killing them. I'd like to avoid color coding the zones if possible.
One poster from some other thread indicated that he had special areas that would be behind some kind of unbreakable or magic-locked door. Thinking on this, if you have areas that you don't want the players to go, then you can do the following:
1. Design the mega-dungeon "forbidden" part so that the entrance(s) are not easy to find aka super secret doors that can be found with 20's and maxed out Spot checks.
2. Have the forbidden areas "wandering". For example, when the characters are high enough level to reach the special part of the dungeon, then it "shows up", maybe even behind a door that the PC's have been through. I think Raven Crowking (a poster here) has a mega-dungeon with a wandering library concept.
3. Design the area with only one entrance or one exit and then plant clues to the PC's that if they go down the "looooong corridor" they will have reached the Tomb of X and will surely meet their deaths because they've done their homework and know that a lich lives there. Given that they are only 3rd level, they know to avoid it for now unless they are feeling suicidal or think you're bluffing.
4. Leave reliable clues that the PC's will believe. Every dungeon is called the Chamber of Horrors, the Tomb of Death, the Delve of Unfanthomable Evil and that dozens if not hundreds of adventurers before the current party have thrown away their lives. Yeah, whatever, so why is my 1st level fighter here and not taking up farming instead? In order to really get the point across, the let the PC's find an NPC survivor who can describe in detail what (un)lives over in certain part of the dungeon.
5. Make it really hard to get to, but eventually worth the effort. The "forbidden" area is beyond a chasm that PC's will need fly spells to cross. Don't have fly? Well, wait until you're higher level then. Or the tunnel has collapsed. Unless the PC's are willing to invest in 1 month and 1,500 gp later in hired manpower and resources to excavate, they'll have to find some other way. Some chambers can only be accessed via a blind teleport or a scry spell and then teleport. Obviously stuff that is higher level than the current party level, so the PC's have to wait.
Now to let player's move in a free form way throughout the megadungeon without having to go the "color-coded" zone look, you'll probably need to design encounters with multiple possible monster combinations based on the level of the party.
For example, your room description can be like this:
1. Chamber of the Abyssal Goblinoids
Description and box text.
Monsters--
Levels 1-2: Fiendish Goblins
Levels 3-4: Fiendish Gnolls
Levels 5-6: Fiendish Gnolls with Fighter levels
Levels 7-8: Fiendish Ogres
Levels 9-10: Fiendish Hill Giant
...and so on.
This would be more prep for you, but every room prepared like this would then be scalable to the level of the party no matter what level they are.