08-09-2020, 11:54 AM | #1 |
Join Date: Feb 2014
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Dungeon Fantasy Megadungeons - Playstyle questions
I just received my PDF of Megadungeons from the recent Kickstarter, and I'm interested in running a similar kind of game in my next campaign.
I have several questions about how this playstyle works from a practical perspective, and would appreciate any input from people who have played or run this kind of campaign before. * When going through previously explored parts of the megadungeon in order to get to a new area, how much detail do you put into the already covered ground? There are some suggestions in DF 21 that the already-explored parts of the dungeon can change, which suggests not handwaving away those areas. But, as the party gets deeper into the dungeon, I worry about spending a huge chunk of play time to just get to the new stuff. What advice can folks offer on how to manage this sequence? * How much of the (explored) dungeon do you have mapped out, vs just described? In theory any part of the dungeon could become a tactical combat zone, but mapping hundreds of rooms can quickly become overwhelming. * Any tips for GMs to manage their notes about foreshadowed clues? I tend to run games with a more defined narrative direction, so I can think about what clues to plant because I have a good idea of what my players will be trying to do in the next 3-4 sessions. With the players having lots of options to explore, I worry that I won't be able to track my clues or foreshadow effectively. * As the game progresses, how do you keep the characters from breaking the economy in terms of the amount of loot they get? At some point, I worry that the party will have so much money that further loot will feel unrewarding. Any suggestions for good "sinks" that characters can spend their money on? |
Tags |
dungeon fantasy, megadungeon |
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