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<blockquote data-quote="jmartkdr2" data-source="post: 8192122" data-attributes="member: 7017304"><p>I once ran a megadungeon that was a group of dwarves (an all-dwarf game) trying to reconquer a lost mine. This was very Tolkien inspired.</p><p></p><p>I used Donjon to randomly generate the dungeon. This resulted in <em>way</em> too many locked doors and not enough goblins. It also left the whole thing disjointed - each encounter only made sense on it's own, nothing had any context, making the stakes rather bland. </p><p></p><p>The all-dwarf party helped bring some coherence to the game, and caused some interesting variations in character types (the rogue and the sorcerer, specifically). </p><p></p><p>I was using xp as written. This worked fine for me - there were generally enough encounters for the pc's to use their new stuff before the next level.</p><p></p><p>The game did fall apart after a few sessions, though, for several reasons but I think the random dungeon level was a big one. It was more tedious than exciting.</p></blockquote><p></p>
[QUOTE="jmartkdr2, post: 8192122, member: 7017304"] I once ran a megadungeon that was a group of dwarves (an all-dwarf game) trying to reconquer a lost mine. This was very Tolkien inspired. I used Donjon to randomly generate the dungeon. This resulted in [I]way[/I] too many locked doors and not enough goblins. It also left the whole thing disjointed - each encounter only made sense on it's own, nothing had any context, making the stakes rather bland. The all-dwarf party helped bring some coherence to the game, and caused some interesting variations in character types (the rogue and the sorcerer, specifically). I was using xp as written. This worked fine for me - there were generally enough encounters for the pc's to use their new stuff before the next level. The game did fall apart after a few sessions, though, for several reasons but I think the random dungeon level was a big one. It was more tedious than exciting. [/QUOTE]
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