Skip to main content

Megadungeons

There has been a lot of megadungeon talk around the internet for the last week. I am hardly an expert on the subject, having never run one myself, but I do have some things that I would like to see in a published megadungeon.

1. It should be pretty short. I don't need to see more than 100 pages for a whole world campaign setting (and I can go with FAR less) so I'd like to see the megadungeon come in at 64 pages or less.

2. Most of that space should be spent on a description of the rooms/areas. I am not talking about boxed text to read aloud here, I am talking about good physical descriptions that give me more than I will probably give the players at first. Historical information will be really useful here.

3. I would prefer that, in general, an area of rooms was described with random tables given for things that could be found in that area. Give me good historical information, a good description of what the stoenwork in that area is like, and random tables to use to populate the rooms with the kinds of traps, monsters etc. found there.

4. I would prefer nice looking poster maps. Don't put grids on them, don't number every room. Just call out the areas, point out special rooms, and give me a scale for the map.

5. Good descriptions for special, cool rooms. Don't bother with the other rooms other than the general information. I wasn't going to use what your detailed description of the mess hall anyway.

6. NPCs that inhabit the dungeon and the surrounding areas. Just the important/cool ones. I won't bother to read about the ones that are just run of the mill blacksmiths.

What I don't want:

1. A room by room description. *Yawn*

2. Adventure hooks

3. Adventures/quests

4. More than 64 pages

5. A bunch of gridded maps in the book that I have to keep flipping back and forth to

6. A poster map with no scale on it.

Here are some more posts on the subject of megadungeons:

The Society of Torch, Pole and Rope
Grognardia
Grognardia
Greyhawk Grognard

Comments

Popular posts from this blog

Traveller: Session 33

  This session was run on June 15, 2023.   130-2108   They confronted Reverend Kavanaugh about the wrench and the explosive bolts and he changed his story again. He now claimed that, even in his revised story, he had still tried to protect Dieter and his memory. Dieter had not just surrendered to fate and drawn straws after his failed attempt to poison Kavanaugh at breakfast. As soon as it was clear that the paralytic was not working, he attempted to choke Kavanaugh. As the two wrestled, Kavanaugh grabbed a wrench from the toolbox, left in the common room during their repair efforts, and bashed Dieter over the head. He had then flushed Dieter’s body, along with the wrench, out of the airlock. He claimed not to have known about the explosive bolts and said that, because there were only two of them aboard, there were sixteen hours each day where only one of them was awake.   Unable to determine if this latest story was true, they informed...

Wilderlands: Session 32

  This session was run on February 13, 2023. Determined to find Uggmar, the party, now accompanied by Rasaz, headed back into the dungeon beneath the barrow mounds using the northeast entrance. They decided that they were unlikely to find him on the first level and, rather than risk getting swarmed by skeletons again,they headed directly down the stairs they found on their last expedition. After a hundred foot descent, they found themselves in a large cavern that contained what appeared to be an underground city. The architecture of the buildings they could see seemed to be from an earlier era, perhaps before man learned to work iron. As they began searching the streets, they noticed a woman standing very still in a doorway. They approched her to find that she seemed to be frozen in time, surrounded by a strange red glow. Nothing they did seemed to affect her. She could not be moved, nor could her clothes or body be disturbed. As they were examining the woman, Strange...

Traveller: Campaign Overview

    This Traveller campaign is intended to be kind of a history of the Traveller universe (or at least my version of it). The framing device for the campaign is the start of The Rebellion in 1116 with the assassination of Emperor Strephon. The players took the roles of imperial archdukes that were present at the assassination and through them help define the fate of the Third Imperium. The archdukes will be the constant backbone of the campaign, providing context for everything else. We will return to them between arcs spent with other characters in which we explore different parts, and different eras, of the universe. I hope to visit many different times throughout the history of the Traveller universe and to tie events in those times to the fate of the empire in the future.   This page will be useful for figuring out which arcs were covered in which sessions. I hope this will make it easier to keep all of the different characters straight and to re...