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<blockquote data-quote="pogre" data-source="post: 8192393" data-attributes="member: 6588"><p>I have done one semi-mega-dungeon in 5e. I agree with most of what's been said about what made the campaign fun - varied encounters were important for our group. I resolved to give up complete internal consistency in favor of variability. That flies in the face of some ecologically sound dungeon principles, but I think it depends on your group. Even if an entire level should be dominated by the hobgoblin tribe, after three or four hobgoblin encounters it can turn into a slog. The other thing I did was have lots of mini goals and bigger goals for the PCs that had rewards besides treasure and XP. Probably the non-traditional rewards I used the most were favors from powerful groups and access to new areas. YMMV and all that.</p><p></p><p>I prepped a lot, but mostly creating terrain, props, and painting minis - all completely unnecessary, but fun for my group.</p><p></p><p>We went from levels 1st -20th and it was a heavily modified version of the Dungeon of the Mad Mage. It worked so well for my group because they love combat. I would not attempt with a group that does not have combat as their favorite part of the game.</p></blockquote><p></p>
[QUOTE="pogre, post: 8192393, member: 6588"] I have done one semi-mega-dungeon in 5e. I agree with most of what's been said about what made the campaign fun - varied encounters were important for our group. I resolved to give up complete internal consistency in favor of variability. That flies in the face of some ecologically sound dungeon principles, but I think it depends on your group. Even if an entire level should be dominated by the hobgoblin tribe, after three or four hobgoblin encounters it can turn into a slog. The other thing I did was have lots of mini goals and bigger goals for the PCs that had rewards besides treasure and XP. Probably the non-traditional rewards I used the most were favors from powerful groups and access to new areas. YMMV and all that. I prepped a lot, but mostly creating terrain, props, and painting minis - all completely unnecessary, but fun for my group. We went from levels 1st -20th and it was a heavily modified version of the Dungeon of the Mad Mage. It worked so well for my group because they love combat. I would not attempt with a group that does not have combat as their favorite part of the game. [/QUOTE]
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