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<blockquote data-quote="Yora" data-source="post: 8643434" data-attributes="member: 6670763"><p>I don't know if it was Ben Robbins, Justin Alexander, or someone else, but way back at the start of the oldschool revival, someone made a very good argument that an open world D&D campaign needs to be set up to have some kind of default action that the party can always pursue when they find themselves at some point when nothing else is demanding their attention. And a famous large dungeon or even megadungeon serves that purpose very well.</p><p>The players can always decide to go back to the dungeon and continue exploring one of the various passages they had not yet checked out before. If there is anything else they would rather do, like going after some NPCs who tricked, search for the lair of a monster group that keeps ambushing them in the wilderness, finding a specialist NPC to provide them with knowledge or a spell to get past an obstacle, get components for a magic item they want to make, do work on a stronghold, or do whatever else they might want to do, that's great. They can always do that. But when there's ever a point where everything on the to do list is checked off or doesn't seem fun right now, they can always continue exploring a dungeon.</p><p></p><p>Or in the words of Walter Sobchak: "Forget it, Dude. Let's go bowling..."</p></blockquote><p></p>
[QUOTE="Yora, post: 8643434, member: 6670763"] I don't know if it was Ben Robbins, Justin Alexander, or someone else, but way back at the start of the oldschool revival, someone made a very good argument that an open world D&D campaign needs to be set up to have some kind of default action that the party can always pursue when they find themselves at some point when nothing else is demanding their attention. And a famous large dungeon or even megadungeon serves that purpose very well. The players can always decide to go back to the dungeon and continue exploring one of the various passages they had not yet checked out before. If there is anything else they would rather do, like going after some NPCs who tricked, search for the lair of a monster group that keeps ambushing them in the wilderness, finding a specialist NPC to provide them with knowledge or a spell to get past an obstacle, get components for a magic item they want to make, do work on a stronghold, or do whatever else they might want to do, that's great. They can always do that. But when there's ever a point where everything on the to do list is checked off or doesn't seem fun right now, they can always continue exploring a dungeon. Or in the words of Walter Sobchak: "Forget it, Dude. Let's go bowling..." [/QUOTE]
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