In Boston, there are neighborhoods whose building basements are joined together underground, mainly to avoid snow. The result is a remarkable maze, spanning the neighborhood. I lived in a building whose laundry area had an open passageway into the maze. It had a locked gate bolted against it. Surely it would have been a security threat!
My favourite implementation of a megadungeon was as a "quick travel" system. Every city had a portal that connected to the dungeon (which was essentially one of the nine hells). if you wanted to travel to the next city over then it would take maybe a week or two on foot or a few hours through the dungeon fighting demons and monstrosities. Of course the second time along a certain route was much easier as most of the monsters had already been dealt with.
Not only was the dungeon faster but since most people didn't even know it existed it was also covert, which was useful in a few situations.
Yes, ask your players! But in general, if your players don’t like a challenge or have a hard time roleplaying among themselves, a megadungeon isn’t great. If they’re willing to take on a real challenge and bounce roleplay off each other without needing NPCs, or if they just prefer tactics, megadungeons can be great!
I have really enjoyed doing dungeons as a player my first introduction to a megadungeon was undermountain, I really enjoy the challenges that they introduce and if designed well provide a good deal of variety with some being trap filled, while others puzzles and so on. Another aspect of them I enjoy is short and long rests in said dungeon are not guaranteed to happen which is another challenge. In the anime series "Is it wrong to pick up girls in a dungeon?" the dungeon also resets every so often so cleared areas don't remain that way. A campaign set to the goal of dungeon delving can be fun, it just may require good planning by the DM and the players so that everyone has a good time which at that point your playing D&D correctly having fun with your group.
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In the US, under South Florida, there are miles and miles of caves, mostly parallel tunnels, formed by fresh water running thru the ancient coral.
A fantasy version of this could be an aquatic megadungeon, with species of creatures never seen yet.
he / him
In Boston, there are neighborhoods whose building basements are joined together underground, mainly to avoid snow. The result is a remarkable maze, spanning the neighborhood. I lived in a building whose laundry area had an open passageway into the maze. It had a locked gate bolted against it. Surely it would have been a security threat!
he / him
My favourite implementation of a megadungeon was as a "quick travel" system. Every city had a portal that connected to the dungeon (which was essentially one of the nine hells). if you wanted to travel to the next city over then it would take maybe a week or two on foot or a few hours through the dungeon fighting demons and monstrosities. Of course the second time along a certain route was much easier as most of the monsters had already been dealt with.
Not only was the dungeon faster but since most people didn't even know it existed it was also covert, which was useful in a few situations.
That's a question you should really be asking your players, not us.
Anzio Faro. Protector Aasimar light cleric. Lvl 18.
Viktor Gavriil. White dragonborn grave cleric. Lvl 20.
Ikram Sahir ibn-Malik al-Sayyid Ra'ad. Brass dragonborn draconic sorcerer Lvl 9. Fire elemental devil.
Wrangler of cats.
Yes, ask your players! But in general, if your players don’t like a challenge or have a hard time roleplaying among themselves, a megadungeon isn’t great. If they’re willing to take on a real challenge and bounce roleplay off each other without needing NPCs, or if they just prefer tactics, megadungeons can be great!
Wizard (Gandalf) of the Tolkien Club
I have really enjoyed doing dungeons as a player my first introduction to a megadungeon was undermountain, I really enjoy the challenges that they introduce and if designed well provide a good deal of variety with some being trap filled, while others puzzles and so on. Another aspect of them I enjoy is short and long rests in said dungeon are not guaranteed to happen which is another challenge. In the anime series "Is it wrong to pick up girls in a dungeon?" the dungeon also resets every so often so cleared areas don't remain that way. A campaign set to the goal of dungeon delving can be fun, it just may require good planning by the DM and the players so that everyone has a good time which at that point your playing D&D correctly having fun with your group.