Hell, some people still play that way. Only now we don't worry about torches (continual flame).pogre said:Slightly off-topic, but when I first started playing D&D most campaigns around here had one dungeon. You only came up for rations, depositing loot, and replacing torch bearers.
Aeric said:The game you're thinking of is Breath of Fire IV(?): Dragon Quarter, and I was going to mention it myself. I loved that game, and always thought that it would make for a great premise for a campaign. A society that moved underground due to some catastrophe in the ancient past, and the heroes who dare to journey to the surface to discover that *gasp* the planet has long since repaired itself. Along the way, they must battle various monsters and subterranean hazards, as well as the government who wants to keep this fact a secret to maintain their control over the society.
Glyfair said:Didn't Philip Jose Farmer write a series with this theme? I think I picked up the first book, but I don't think I ever actually read more than a couple of chapters (misplaced it for a few months, and never got back to it).
Scribble said:I don't own any FR source books for the 3.x edition, so unless it's changed, the underdark used to be a sort of naturally occuring giant cavern sort of thing...
The idea I was thinking about was a man (or monster) made complex. All worked stone (at least mostly.)
Sort of Underdark like, but with the added mythology of who built it, for what purpose, and why are there things living there...
Scribble said:Wasn't there some sort of space based RPG system that sort of had this concept too? People were on a spaceship that didn't realize they were on a space ship?

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.