Thursday, February 4, 2016

Megadungeon Design Tips

I've been following the posts of Creighton Broadhurst at Raging Swan Press. He's always got something useful for me as a game master. This post about "megadungeon" design is one of them. I don't normally care for megadungeons. Too often they devolve into an endless progression of "turn left or right?" choices. I'm a big believer in the "five-room dungeon" concept - get in, have an adventure, get out. It seems to me that the best - or only - way to do a megadungeon "right" is to have it be the centerpiece for an entire campaign, the like the Temple of Elemental Evil. But if I ever DID do a megadungeon, I'd take the Swan's advice.

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