Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
The Next Dungeons & Dragons Storyline Will Be...
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Monayuris" data-source="post: 7748612" data-attributes="member: 6859536"><p>I have zero interest in Dragon Heist, but Dungeon of the Mad Mage seems interesting. I'm a huge fan of mega dungeons. </p><p></p><p>I only viewed the D&D Beyond promo clip and it looks like they may actually pull off a proper mega dungeon. The key is how much meta-plot and story lines do they put into it. Its awesome if there is interesting factions and monsters that have their own agendas, quests and stories, but a mega dungeon only works if the players are in the drivers seat. Most of the previous WoTC modules I've had experience with seem to have the players be in the back seat of some plot or story line that they have to complete. </p><p></p><p>That doesn't work in a mega dungeon. In this kind of environment, the players should have the ability to descend to any level of the dungeon they want (assuming they find the way). They should be able to develop any kind of relationship with the factions in the dungeon that make sense to them. They should be able to make their own choices and interact with the dungeon on their own terms.</p><p></p><p>I also don't think the default XP system works well for mega dungeon play. XP for killing monsters tends to make these dungeons just feel like a grind: open door, fight monsters, open next door, fight monsters, repeat... There really needs to be an alternate reward system for these environments. XP systems that reward treasure acquisition are usually better suited. Also story based leveling doesn't work in mega dungeons. Some DM's may think they can just level their players when they are ready to go to the next level of the dungeon. That tends to be a bad idea because it takes the choice away from the players on whether to go down or not.</p><p></p><p>Mega dungeon play is about the freedom to make your own choices. If they can set up Dungeon of the Mad Mage to keep choice and decisions in the hands of the players (player agency), this could be an awesome product. </p><p></p><p>I'm actually optimistic about it... I especially liked that they seem to have added corridors to nowhere, so DM's can expand the dungeon with their own ideas. This is a good sign in my book.</p></blockquote><p></p>
[QUOTE="Monayuris, post: 7748612, member: 6859536"] I have zero interest in Dragon Heist, but Dungeon of the Mad Mage seems interesting. I'm a huge fan of mega dungeons. I only viewed the D&D Beyond promo clip and it looks like they may actually pull off a proper mega dungeon. The key is how much meta-plot and story lines do they put into it. Its awesome if there is interesting factions and monsters that have their own agendas, quests and stories, but a mega dungeon only works if the players are in the drivers seat. Most of the previous WoTC modules I've had experience with seem to have the players be in the back seat of some plot or story line that they have to complete. That doesn't work in a mega dungeon. In this kind of environment, the players should have the ability to descend to any level of the dungeon they want (assuming they find the way). They should be able to develop any kind of relationship with the factions in the dungeon that make sense to them. They should be able to make their own choices and interact with the dungeon on their own terms. I also don't think the default XP system works well for mega dungeon play. XP for killing monsters tends to make these dungeons just feel like a grind: open door, fight monsters, open next door, fight monsters, repeat... There really needs to be an alternate reward system for these environments. XP systems that reward treasure acquisition are usually better suited. Also story based leveling doesn't work in mega dungeons. Some DM's may think they can just level their players when they are ready to go to the next level of the dungeon. That tends to be a bad idea because it takes the choice away from the players on whether to go down or not. Mega dungeon play is about the freedom to make your own choices. If they can set up Dungeon of the Mad Mage to keep choice and decisions in the hands of the players (player agency), this could be an awesome product. I'm actually optimistic about it... I especially liked that they seem to have added corridors to nowhere, so DM's can expand the dungeon with their own ideas. This is a good sign in my book. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
The Next Dungeons & Dragons Storyline Will Be...
Top