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Sell me on a megadungeon
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<blockquote data-quote="Mercurius" data-source="post: 8094337" data-attributes="member: 59082"><p>Yeah, I hear you, but my sense is that is a factor of poor design and possibly implementation...there are a few qualities that a megadungeon requires to be compelling, and sometimes they aren't present, whether in the product itself or the DM's (understandable) challenges with putting it all together. </p><p></p><p>For instance, I think a huge component is lots of lore, tidbits of lost knowledge, a mystery to be solved, etc. Related to that, some kind of underlying theme that ties it all together; a backstory that makes the PCs want to understand what and why it exists - but forms more of a back-drop, rather than a railroaded meta-story that must be solved. Also, a diversity of challenges - not just yet another room filled with milling skeletons. Thirdly, not too many empty rooms. Some to allow rest, but nothing is more tedious than checking room after room for secret doors and traps and nothing's there.</p><p></p><p>As Gillespie and Runehammer discuss <a href="https://www.youtube.com/watch?v=uB9R8ZkI0Lc" target="_blank">here</a>, there's something deeply evocative about the <em>idea </em>of a megadungeon. The key is bringing that idea into reality. I love the idea of a seemingly endless maze of corridors, chambers and caverns, within which you never know what you'll encounter - be it traps, foes, treasure, or secrets of history. But again, the challenge is implementing it in such a way that the PCs want to keep coming back for more, which involves finding the right balance.</p></blockquote><p></p>
[QUOTE="Mercurius, post: 8094337, member: 59082"] Yeah, I hear you, but my sense is that is a factor of poor design and possibly implementation...there are a few qualities that a megadungeon requires to be compelling, and sometimes they aren't present, whether in the product itself or the DM's (understandable) challenges with putting it all together. For instance, I think a huge component is lots of lore, tidbits of lost knowledge, a mystery to be solved, etc. Related to that, some kind of underlying theme that ties it all together; a backstory that makes the PCs want to understand what and why it exists - but forms more of a back-drop, rather than a railroaded meta-story that must be solved. Also, a diversity of challenges - not just yet another room filled with milling skeletons. Thirdly, not too many empty rooms. Some to allow rest, but nothing is more tedious than checking room after room for secret doors and traps and nothing's there. As Gillespie and Runehammer discuss [URL='https://www.youtube.com/watch?v=uB9R8ZkI0Lc']here[/URL], there's something deeply evocative about the [I]idea [/I]of a megadungeon. The key is bringing that idea into reality. I love the idea of a seemingly endless maze of corridors, chambers and caverns, within which you never know what you'll encounter - be it traps, foes, treasure, or secrets of history. But again, the challenge is implementing it in such a way that the PCs want to keep coming back for more, which involves finding the right balance. [/QUOTE]
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