I would take a page from the Wandering Inn series.
In that book series, the dungeon things revolve around for a lot of the series is right next to a small, isolated city. So adventurers come from far and wide come and can rest in the city between dives into the dungeon, but there are dangers that can come out of the dungeon too. It can become a political intrigue around whether the city feels adventurers are dealing with the threats enough or even provoking them with their adventures.
You could also add a addendum where there are ways to leave the dungeon and return to certain levels, video game style. Like teleportation zones built into the dungeon or a service offered by mages, or secret entrances/exits.
Another way to take things might be to have portions of a mega dungeon be rest-friendly. Maybe Mycanoids or deep gnomes have colonized small parts of the dungeon that they've made safe, or there could be more risky and questionable allies to make like dark Elf enclaves and Duegar. There could also just be safe zones where there is relatively less threat. The Drizzt series offers a view of this in the way the main character has to survive the underdark, which is kind of a giant dungeon.
The direction you want to go could come down to why the dungeon was built: is it a prison? Was it meant to secure some treasures? Is it a test for future generations left by some ancient power? If you decide on that, it could give you a direction to take as far as how the campaign can work and the lore that explains it.
You could create a huge dungeon and have the characters start at the bottom with no memory of who they are. As they progress through the dungeon they find obelisks which, when they touch them, restores some portion of their memory (levels them up). The goal of the campaign would be to restore their memories, escape the dungeon and then deal with whoever placed them in the dungeon as the final encounter.
but also maybe think back to the old NES Metroid and Castlevania games. lots of side areas that become their own themed dungeon with a boss, temptingly inaccessible areas unlocked later, backtracking past vendors and sanctuaries, macguffins from one place that might help in another, teleporting across the map at times, etc.
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unhappy at the way in which we lost individual purchases for one-off subclasses, magic items, and monsters?
tell them you don't like features disappeared quietly in the night: providefeedback!
This almost goes without saying, but make sure you get player buy-in. You don't want a lot of characters focusing on social skills if there's going to be limited options for interacting with NPCs. Then the players can get a bit salty that their character doesn't really get their chance to shine.
Also, you'll need to give them breaks/safe places. If only for pacing, a story needs time to take a breath now and then. Let the characters find a room that has a town in it, or something. So they can get supplies and have a restful night. It helps contrast the constant danger of being in a dungeon. which does bring up how strict do you want to be about things like rations or arrows? Some people consider that cumbersome, but it could also help them feel more like they are in a dungeon if there's no access to water beyond what they bring with them. At least at low levels (depending on what classes they play).
In that book series, the dungeon things revolve around for a lot of the series is right next to a small, isolated city. So adventurers come from far and wide come and can rest in the city between dives into the dungeon.
This reminds me of the amazing classic adventure: The Keep on the Borderlands. This allowed PCs to delve into the nearby dungeons, but at the end of every session they would return to the Keep to rest, which also allowed for switching players in and out, as games then could have many, many players, often over 10 or even 15.
Really, this is a very fun concept, but the only issue is that megadungeons can become monotonous. A lot of combat can be very exciting, but it depends on your party. Make sure they are okay with a game that will be heavy on combat, puzzles, traps, and (probably) lighter storytelling. If you can manage to put in some roleplaying, storytelling, and other, more dynamic scenes, then you can make a successful dungeon.
Oh yes! I think people call that a West Marches style campaign, after the campaign that supposedly pioneered it. But in reality that style of play was how Gary Gygax played back in the 70s; it's been around for a long time.
Oh yes! I think people call that a West Marches style campaign, after the campaign that supposedly pioneered it. But in reality that style of play was how Gary Gygax played back in the 70s; it's been around for a long time.
Oh yes. But this is one of the most famous examples. And my favorite…
I did a mega dungeon of sorts. Had it like a TV show. The players went into a magic gate way and entered a level of the dungeon. Each level they beat would give them enough xp to gain a level, this was back in 2nd edition before mile stones
Audiences in inns, or in grand coliseums watched the players on magic holograms, yeah magic tvs, so they become celebrities.
After each dungeon level they left the dungeon got to be famous and spend their gold, do social stuff then when they were ready go back in. Each level of the dungeon had a different theme so it didn't get old for me to run.
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Just an idea I had, but I'm trying to think how it would work.
Soon to be DM.
Currently in a homebrew post-apocalyptic game.
Take a look at : Waterdeep: Dungeon of the Mad Mage
For inspiration.
I would take a page from the Wandering Inn series.
In that book series, the dungeon things revolve around for a lot of the series is right next to a small, isolated city. So adventurers come from far and wide come and can rest in the city between dives into the dungeon, but there are dangers that can come out of the dungeon too. It can become a political intrigue around whether the city feels adventurers are dealing with the threats enough or even provoking them with their adventures.
You could also add a addendum where there are ways to leave the dungeon and return to certain levels, video game style. Like teleportation zones built into the dungeon or a service offered by mages, or secret entrances/exits.
Another way to take things might be to have portions of a mega dungeon be rest-friendly. Maybe Mycanoids or deep gnomes have colonized small parts of the dungeon that they've made safe, or there could be more risky and questionable allies to make like dark Elf enclaves and Duegar. There could also just be safe zones where there is relatively less threat. The Drizzt series offers a view of this in the way the main character has to survive the underdark, which is kind of a giant dungeon.
The direction you want to go could come down to why the dungeon was built: is it a prison? Was it meant to secure some treasures? Is it a test for future generations left by some ancient power? If you decide on that, it could give you a direction to take as far as how the campaign can work and the lore that explains it.
You could create a huge dungeon and have the characters start at the bottom with no memory of who they are. As they progress through the dungeon they find obelisks which, when they touch them, restores some portion of their memory (levels them up). The goal of the campaign would be to restore their memories, escape the dungeon and then deal with whoever placed them in the dungeon as the final encounter.
i second Waterdeep: Dungeon of the Mad Mage.
but also maybe think back to the old NES Metroid and Castlevania games. lots of side areas that become their own themed dungeon with a boss, temptingly inaccessible areas unlocked later, backtracking past vendors and sanctuaries, macguffins from one place that might help in another, teleporting across the map at times, etc.
unhappy at the way in which we lost individual purchases for one-off subclasses, magic items, and monsters?
tell them you don't like features disappeared quietly in the night: provide feedback!
This almost goes without saying, but make sure you get player buy-in. You don't want a lot of characters focusing on social skills if there's going to be limited options for interacting with NPCs. Then the players can get a bit salty that their character doesn't really get their chance to shine.
Also, you'll need to give them breaks/safe places. If only for pacing, a story needs time to take a breath now and then. Let the characters find a room that has a town in it, or something. So they can get supplies and have a restful night. It helps contrast the constant danger of being in a dungeon. which does bring up how strict do you want to be about things like rations or arrows? Some people consider that cumbersome, but it could also help them feel more like they are in a dungeon if there's no access to water beyond what they bring with them. At least at low levels (depending on what classes they play).
This reminds me of the amazing classic adventure: The Keep on the Borderlands. This allowed PCs to delve into the nearby dungeons, but at the end of every session they would return to the Keep to rest, which also allowed for switching players in and out, as games then could have many, many players, often over 10 or even 15.
Really, this is a very fun concept, but the only issue is that megadungeons can become monotonous. A lot of combat can be very exciting, but it depends on your party. Make sure they are okay with a game that will be heavy on combat, puzzles, traps, and (probably) lighter storytelling. If you can manage to put in some roleplaying, storytelling, and other, more dynamic scenes, then you can make a successful dungeon.
Oh yes! I think people call that a West Marches style campaign, after the campaign that supposedly pioneered it. But in reality that style of play was how Gary Gygax played back in the 70s; it's been around for a long time.
Soon to be DM.
Currently in a homebrew post-apocalyptic game.
Oh yes. But this is one of the most famous examples. And my favorite…
I did a mega dungeon of sorts. Had it like a TV show. The players went into a magic gate way and entered a level of the dungeon. Each level they beat would give them enough xp to gain a level, this was back in 2nd edition before mile stones
Audiences in inns, or in grand coliseums watched the players on magic holograms, yeah magic tvs, so they become celebrities.
After each dungeon level they left the dungeon got to be famous and spend their gold, do social stuff then when they were ready go back in. Each level of the dungeon had a different theme so it didn't get old for me to run.