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. I’d consider that, but it seems to remove the
rewards of finding new, better entrances, the forging of alliances for safe
passage, the discovery of maps, the acquisition of guides, etc.
A middle way between the two may be to use a mechanic that
defines a quick resolution of the challenge of “getting there” for when “getting
there” isn’t half the fun. This mechanic
could be bypassed if the group has the right tools or connections: A rat catcher may know the sewers really
well; a treaty with the goblins may give you safe passage through their
warrens. The group may also have the
means to limit the risks of traveling over the ground they’ve already passed:
an accurate map, a group invisibility spell, knowledgeable guides or whatever
they can contribute to influence the mechanic.
This is somewhat the reverse of Jeff's "Triple Secret Random Dungeon Fate Chart of Very Probable Doom" roll, which is used as a shortcut for leaving the dungeon instead of entering it.
This also would allow the party to attempt to find a portion
of the dungeon that they don’t actually know the location of; perhaps they’ve
heard the rumor of a new level or The Grand Staircase to the Depths or the
Puppetmaster’s Arena, the Forge of Fancy Weapon Making or whatever. This mechanic could be used to “get there”,
especially if the DM knows that the challenges of getting there are within the
party’s ability (it was designed for lower level parties for example) but still
would be tedious to play through. (This assumes a dungeon written for multiple parties of differing levels, etc.)
Yep, THIS Grand Staircase to the Depths |
Different mechanics that could be used for this “middle way”:
-
An adaptation of the Adventures in Middle Earth’s
Journey Rules
-
A skill challenge/montage ala 4th
edition
-
This Danger/Opportunity tool
-
Random roll – a % change assigned by the DM
-
Skill check – like the random roll but defined by a skill
Benefits of Successfully Getting
There
Besides just “getting there” and
gaining access to the dungeon location they want to explore, the party may gain
some benefit, considering that they took a risk. This could include: treasure, allies, map
information, more knowledge of where they’re going, bonuses to abilities, etc.
Consequences of Partially Failing
the Getting There Mechanic
Depending upon the mechanic used
(list above), the party could succeed in arriving at their chosen destination,
but with a cost. This could be resources
of the party: time, rations, equipment
like rope and pitons. Or the
consequences could be character resources: damage, spells cast. Perhaps even the sacrifice of a henchman?
Consequences of Failing the
Getting There Mechanic
The party begins play in some
obstacle – either encounter or some danger like a trap either in a known or
unknown location between their starting point and end point.
As players and DMs, what do you think? Is this an exercise in pedantry? Is it "cheating" the work of getting through a megadungeon? DMs that run megadungeons - do you handwave this step? Would you propose your groups use something like this?
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