DestroyYouAlot
First Post
I gotta say, Merric, I don't agree with the assertion in your blog post that a megadungeon can't handle a plot-based adventure - and I find the association of the format with "training wheels D&D" somewhat condescending (and just plain'ol uninformed).
A DM that knows his dungeon environment inside and out - which is one of the nice perks about running this kind of game, you get to become intimately familiar with the terrain - can craft any number of plot-based scenarios within it. However, doing a true megadungeon justice and using it to its full potential is a challenge for even the most grizzled of GM vets - it's just plain beyond most new DMs.
(That said, the positive parts of the post were an interesting view of adventure design - but is the only way to glorify something new and shiny to denigrate the tried and true?)
A DM that knows his dungeon environment inside and out - which is one of the nice perks about running this kind of game, you get to become intimately familiar with the terrain - can craft any number of plot-based scenarios within it. However, doing a true megadungeon justice and using it to its full potential is a challenge for even the most grizzled of GM vets - it's just plain beyond most new DMs.
(That said, the positive parts of the post were an interesting view of adventure design - but is the only way to glorify something new and shiny to denigrate the tried and true?)