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Showing posts from February, 2018

Pondering: Getting to the Good Parts in a Megadungeon

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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. ...