Pondering: Getting to the Good Parts in a Megadungeon
Thinking out loud: suppose you’ve got an episodic megadungeon campaign. Each session, the group picks a location in the megadungeon to explore. Sometimes these locations are already deep within the dungeon. Now, a well-designed megadungeon has multiple entrances, some of which provide ready access to deeper parts. But what if those entrances haven’t been found yet? Reality impedes our gaming quite enough – how much time do we spend just “getting to the good parts”? I'm pondering a game mechanic - whether a random roll, skill check or something more or less involved that can shorten that process. I haven't made one yet, but I'm putting this out here for feedback. Some groups may spend precious game time working through the map (newly restocked as a megadungeon should) attempting to avoid encounters. Other games or groups may just hand wave away this difficulty and start play deep within the dungeon. ...