Goblin Queen (She/Her/Hers)
It occurs to me that this “mostly abandoned ruin” setup seems directly at odds with the most common advice I see for running megadungeons: to make them living ecosystems full of various factions with which to interact.
It's a fun exercise. I've generated multiple dungeons this way by taking a map found online, from Dyson Logos or elsewhere, then randomly generating stuff straight out of the tables. Often the random stuff starts your brain working on imagining connections, and then you make a few little tweaks to give it greater coherence and explain interrelationships between the different monsters, traps and special rooms, etc.Somehow it had not actually occured to me that you could stock a dungeon by rolling on the tables. Even though I did have to calculate the ratios from the random tables. Just have gotten so used to doing that for years.
I wouldn't randomly generate a dungeon by rolling dice, even if I were to run in a generic D&D setting.
You might think that, but they're not inherently contradictory. "Mostly" is a bit vague here.It occurs to me that this “mostly abandoned ruin” setup seems directly at odds with the most common advice I see for running megadungeons: to make them living ecosystems full of various factions with which to interact.
Yeah, I can see that.You might think that, but they're not inherently contradictory. "Mostly" is a bit vague here.
Megadungeons are supposed to have significant space between monster lairs, which serves a few different functions. It adds verisimilitude, giving the monsters space they'd need to not be in constant conflict. It gives maneuvering room for the party to run from monsters, or to try to move AROUND and avoid a tough monster lair. It builds suspense and gives spaces to poke around in between monster encounters (rooms lacking monsters can still have tricks, traps, and hidden treasure). But searching empty spaces always has a bit of time tension, as your light burns down and you get random encounter rolls. Any given empty room could wind up being the site of an encounter due to wandering monsters.
Once a DM designs/rolls up a dungeon, it DOES make sense to organize the intelligent inhabitants into factions. Brainstorm a bit about interrelationships. But this doesn't mean the dungeon has to be FULL. The bugbears and the neanderthals could live on neighboring levels with a set of stairs, a hallway and a dozen rooms separating their territories, but the PCs could still cut a deal with one group to help them take on the other.
I believe that the Megadungeon is not actually a classic D&D thing.