World's Largest Dungeon reviewed

Heaviest?
Most expensive?
(1st level only) Laziest?

DaveMage said:
"Biggest?" No.
Um, "most huge?" No, that doesn't sound right...
"Greatest?" Well, that's a matter of opinion.

There must be a word for it....
 

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I know jim pinto said that the number of empty rooms in area 1 was to provide PCs places to rest (and that they would need them). Considering the effort that was put into the product overall, I don't think "lazy" is really fair term.

The only thing that I have any concern with is the XP situation. I think I would have rather it be better scaled for those that actually do make it through the areas, and taken PCs deep into epic levels.

But, honestly, I'll probably end up only using some of the sections anyway, so I guess it's not that big a deal.

I am impressed that they really did take advantage of templates and spent time creating the adversaries, rather than just use the standard monster right out of the MM. This is truly an amazing product to me.

It's the kind of thing I've always wanted to design as a DM, but could never come close to putting in the time necessary.

Ironically, now that it's out, I really don't have the desire to see anyone else make another mega dungeon.
 

That review makes me want to play it. But as a DM, I like creating my own world and dungeons.

I would buy this book if someone else would DM it for me. I'd like to play this dungeon from beginning to end, over however many months/years it would take. I would love to participate in a large dungeon crawl like this. This thing *really* interests me.

By the way, I know the above comments about a comparative term is in jest, but really, how does this compare to other mega dungeons? Is it twice as big as the next largest? Ten times as big?

Quasqueton
 


From what I've read so far in my copy, I think nearly everything is top notch.

The repetition in the first region has a good backstory and gives the illusion of "this place ain't so bad". That's just to draw you in.

The encounters are well planned out. You can almost run the WLD without reading ahead.

The whole thing is written well enough to allow you to run it as is, but does not require you to do so. So you can change nearly whatever you like simply to suit your tastes.

The only thing that bugs me about the WLD is the layout of the maps. Although they use a 5'x5' map, they do not stick to it. Meaning some rooms are 28'x34' and others are 7'x16'. It's more "realistic" but it's just plain irritating to map out.

But all-in-all, the WLD is the best dungeon module you're going to find out there.
 

Quasqueton said:
By the way, I know the above comments about a comparative term is in jest, but really, how does this compare to other mega dungeons? Is it twice as big as the next largest? Ten times as big?

Quasqueton

The closest product I can find is Greyhawk Ruins, AD&D2E Module WGR1, which has just over 900 keyed encounters (I counted 908, although the back page claims "nearly 1,000"). It was a 128-page module. There are no stat blocks (hp are the only stats listed), and no "box text" to be read to the players.
 

It seems like an awesome undertaking and I am looking forward to getting a start into this sucker myself.

But I find it a shame that wizards and druids get such rough treatment. It seems a little sad that a dungeon that attempts to be so iconic itself can't incorporate one of the 4 iconic roles of D&D (the wizard) a little better.
 


But I find it a shame that wizards and druids get such rough treatment. It seems a little sad that a dungeon that attempts to be so iconic itself can't incorporate one of the 4 iconic roles of D&D (the wizard) a little better.

You can ignore any such rules. They suggest you don't allow wizards for realism reasons, but they give many other suggestions to get around it and remain realistic. And who says you need to be too realistic anyway? You are playing a game in a world where dragons and wizards exist anyway, what's one more minor tweak?

They strongly suggest against druids. And I would most definitely agree. Taking a druid into the WLD is a waste of XP. Summonings have a nasty drawback and not being outside makes so many druid spells just plain worthless.
 

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