This is a site for discussing roleplaying games. Have fun doing so, but there is one major rule: do not discuss political issues that aren't directly and uniquely related to the subject of the thread and about gaming. While this site is dedicated to free speech, the following will not be tolerated: devolving a thread into unrelated political discussion, sockpuppeting (using multiple and/or bogus accounts), disrupting topics without contributing to them, and posting images that could get someone fired in the workplace (an external link is OK, but clearly mark it as Not Safe For Work, or NSFW). If you receive a warning, please take it seriously and either move on to another topic or steer the discussion back to its original RPG-related theme.

Some good megadungeon links (and one bad one)

Started by S'mon, December 05, 2017, 03:22:57 AM

Previous topic - Next topic

S'mon

I just posted this on my blog http://simonyrpgs.blogspot.co.uk/2017/12/some-good-megadungeon-links.html, thought it was maybe worth reposting here.

Benoist's discussion - http://www.therpgsite.com/showthread.php?21636-Advice-on-building-a-megadungeon-and-a-campaign-around-it/page3

Hack & Slash basic megadungeon play and procedures - http://hackslashmaster.blogspot.co.uk/2017/11/basic-megadungeon-play-and-procedures.html

Creighton Broadhurst Megadungeon Design - http://www.creightonbroadhurst.com/dungeon-design-megadungeon-design/

DM David - http://dmdavid.com/tag/when-megadungeons-ruled-dungeons-dragons/

These guys all grok the procedural, partially randomised, nature of good megadungeon exploratory play, where both GM and players are playing to discover what happens.

This guy doesn't grok it at all, and tries to shoehorn a linear campaign into a Megadungeon environment -  http://theangrygm.com/category/megadungeon/ - as also seen in eg Wizards' 3e D&D "Expedition to the Ruins of Greyhawk"- good examples of what not to do at least long term. Setting a short linear adventure, like the Moria section of Lord of the Rings, in a largely unmapped megadungeon can work ok if the campaign focus is on something else. But a whole campaign of this control freak illusionism wastes the strengths of the megadungeon concept: the ability to provide genuine but limited choice/freedom.

Justin Alexander

Something I've said in the past which remains true: Part of the problem is that the Angry GM is, in general, a GM who preps his plots. He's aware of things like sandboxes and non-linear adventures, but when he tries to talk about them he often comes across like the three blind guys trying to describe an elephant -- there's a lot of groping around and then he kind of bumbles out an "explanation" of them that is virtually unrecognizable to anyone actually familiar with them because it's still so heavily infused with the assumption that they must still fundamentally involve prepping plots. (It's like a guy who's lived his entire life in a desert trying to explain the concept of a river while being fundamentally convinced that yes, rivers are different, but they're still basically made up of sand, right?)
Note: this sig cut for personal slander and harassment by a lying tool who has been engaging in stalking me all over social media with filthy lies - RPGPundit

Ratman_tf

That's probably why his Megadungeon series dried up. I was really excited when he started talking about gating, and using Super Metroid as an example, but the idea seems to have stalled.
The notion of an exclusionary and hostile RPG community is a fever dream of zealots who view all social dynamics through a narrow keyhole of structural oppression.
-Haffrung

Gronan of Simmerya

Quote from: Justin Alexander;1011455Something I've said in the past which remains true: Part of the problem is that the Angry GM is, in general, a GM who preps his plots. He's aware of things like sandboxes and non-linear adventures, but when he tries to talk about them he often comes across like the three blind guys trying to describe an elephant -- there's a lot of groping around and then he kind of bumbles out an "explanation" of them that is virtually unrecognizable to anyone actually familiar with them because it's still so heavily infused with the assumption that they must still fundamentally involve prepping plots. (It's like a guy who's lived his entire life in a desert trying to explain the concept of a river while being fundamentally convinced that yes, rivers are different, but they're still basically made up of sand, right?)

He's the blind man with his hand up the elephant's ass saying "An elephant is warm and mushy."
You should go to GaryCon.  Period.

The rules can\'t cure stupid, and the rules can\'t cure asshole.

mAcular Chaotic

I just got tired of having to skim 90% of the article because it's filled with so much bloat.
Battle doesn\'t need a purpose; the battle is its own purpose. You don\'t ask why a plague spreads or a field burns. Don\'t ask why I fight.

Voros

Is randomization really the 'best' approach to a megadungeon? No wonder most of them are thin gruel.

S'mon

Quote from: Voros;1011469Is randomization really the 'best' approach to a megadungeon? No wonder most of them are thin gruel.

It has to be used carefully & judiciously, eg for wandering monsters, for restocking, and Stonehell has a random chest contents chart that works well too. There need to be a lot of non-random elements, especially the map. Total randomness makes exploration meaningless. But lack of randomness often results in Paizo style static dungeons with bloated page count to describe everything.

Voros

#7
I think the idea of an endless dungeon has little appeal to me, sounds too similar to a rogue-like video game. I thought the best link was the Creight Broadhurst one where he seems to not emphasize the randomness so much as having a coherent theme to the dungeon. I personally value that a lot more than randomness. I don't mean a 'story'(not that I'm an anti-story per se either) but consistent feel, theme or history that you can discover via exploration. I think randomness works against that, unless the random tables are carefully constructed to fit a theme.

S'mon

Quote from: Voros;1011501I think the idea of an endless dungeon has little appeal to me, sounds too similar to a rogue-like video game. I thought the best link was the Creight Broadhurst one where he seems to not emphasize the randomness so much as having a coherent theme to the dungeon. I personally value that a lot more than randomness. I don't mean a 'story'(not that I'm an anti-story per se either) but consistent feel, theme or history that you can discover via exploration. I think randomness works against that, unless the random tables are carefully constructed to fit a theme.

I agree about the history, and discovering stuff through exploration - themed areas are important, but so is unlocking secrets.
But I like to GM to discover too, and a bit of randomness gets my creative juices going. I like thinking about "So who are these orcs? What's the connection between X and Y?"

GMing Stonehell it has an overarching theme, but also lots of themed areas, and lots to build on - I find that works great.

Voros

I've experienced how random tables can inspire DM creativity, keeping that up over the length of a megadungeon seems like a tall order. I prefer random table be carefully made with small imaginative details to spark the DM, like the random tables in Veins of the Earth or Misty Islands of Eld. But I prefer them as spice to an adventure rather than the meat.

S'mon

Quote from: Justin Alexander;1011455Something I've said in the past which remains true: Part of the problem is that the Angry GM is, in general, a GM who preps his plots. He's aware of things like sandboxes and non-linear adventures, but when he tries to talk about them he often comes across like the three blind guys trying to describe an elephant -- there's a lot of groping around and then he kind of bumbles out an "explanation" of them that is virtually unrecognizable to anyone actually familiar with them because it's still so heavily infused with the assumption that they must still fundamentally involve prepping plots. (It's like a guy who's lived his entire life in a desert trying to explain the concept of a river while being fundamentally convinced that yes, rivers are different, but they're still basically made up of sand, right?)

It's weird. I only included him because Googling "megadungeon design" he's the very second link, after Benoist here on therpgsite. So it seemed worth mentioning his approach was not a good one. Creighton's brilliant post is third.

S'mon

Quote from: Voros;1011512But I prefer them as spice to an adventure rather than the meat.

I don't really think we differ. I often don't roll on the wandering monster table. I tend to roll for encounter but then often choose something logical.

EOTB

There's a K&KA subforum about megadungeon design.  It has a lot of good threads/advice/how-to, including discussion by some of those already mentioned.

http://knights-n-knaves.com/phpbb3/viewforum.php?f=28
A framework for generating local politics

https://mewe.com/join/osric A MeWe OSRIC group - find an online game; share a monster, class, or spell; give input on what you\'d like for new OSRIC products.  Just don\'t 1) talk religion/politics, or 2) be a Richard

S'mon

Quote from: EOTB;1011519There's a K&KA subforum about megadungeon design.  It has a lot of good threads/advice/how-to, including discussion by some of those already mentioned.

http://knights-n-knaves.com/phpbb3/viewforum.php?f=28

Thanks, added that to my blog post. Will peruse.

mAcular Chaotic

Quote from: Voros;1011501I think the idea of an endless dungeon has little appeal to me, sounds too similar to a rogue-like video game. I thought the best link was the Creight Broadhurst one where he seems to not emphasize the randomness so much as having a coherent theme to the dungeon. I personally value that a lot more than randomness. I don't mean a 'story'(not that I'm an anti-story per se either) but consistent feel, theme or history that you can discover via exploration. I think randomness works against that, unless the random tables are carefully constructed to fit a theme.

Rogue-likes were based on megadungeons, so that is probably why. But in actual practice the random stuff is just like any other campaign, to add variety and inject life into the system. It isn't everything. In fact, the longer these things go on, the more accumulated established lore there is, the less randomization will be effective. There is nothing saying the randomization can't be tuned to provide a theme either ("this area only has sea creatures serving the demon Dagon").

The one defining trait of a megadungeon is it is big enough to be its own campaign. That and being a sort of "alice in wonderland" mythic underworld.
Battle doesn\'t need a purpose; the battle is its own purpose. You don\'t ask why a plague spreads or a field burns. Don\'t ask why I fight.