Wednesday, September 11, 2013
What do you want in a published megadungeon?
The idea is to have two books; one for the dungeon key, and another for the maps. I've run the thing enough myself in my home campaigns at at conventions to know that having it all in one book is a royal pain in the ass.
Having poster maps is simply not practical, since you need to have them behind the screen. It's one thing if the players can see that Medegia is southeast of Nyrond because the map of the Flanaess is on the wall of the gaming room; it's another if they can see that there's a secret corridor leading to a series of caverns that they otherwise wouldn't suspect existed.
My question is, what other features do you think would make a published megadungeon really sparkle?
I've already added a lot of new material that wasn't in the free version, and I want to add more. There's stuff on appropriate missions designed to bring the PCs into the dungeon on specific quests, there's tips on how and where to run the dungeon at conventions (not always starting with the surface ruins), each level will have guidelines on restocking and how the various power bases will shift based on likely PC actions, a bazillion rumors to plant, more general advice on how to run a megadungeon (including, for instance, how to handle things when the PCs decide they want to camp in the dungeon overnight), and there's a whole section of rival NPC adventuring parties to use as rivals to the PCs.
My question is, what else would you like to see in a vast, sprawling, megadungeon? What would be useful? What would be a must-have? What would be superfluous? Feel free to think outside the box; battle mats? A book of illustrations? A soundtrack? Set pieces available in miniature terrain? A zillion things I've not thought of? I want your input.
Now's the time. What would make this really stand out? This one was always something near and dear to my heart, and I want to make sure it meets as many expectations as I can. Let's make it awesome.