Quote:
Originally Posted by philosophyguy
]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?
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Well one approach is just not to leave very often. There's no particular reason why a megadungeon can't have merchants, or entire towns contained within the safer areas. You could easily find adventurer camps or dwarf clans setting up in areas that have been cleaned out.