More Mega-Dungeon Meanderings (and on a Monday!)
I've been hanging out in reddit a lot more over the past few years, among its OSR, AD&D, Greyhawk, mega-dungeon, miniatures, and related old-school (and Delta Green) communities. In /osr/ the user livefreebugs posted a question at https://www.reddit.com/r/osr/comments/wzugz6/what_elements_would_make_your_ideal_megadungeon/ asking (with my linebreak additions), I've been reading a lot of theory and perform advice on megadungeons and it seems like an area that there's a lot of room for awesome new adventures in. There's definitely a risk some megadungeons run into of being repetitive or incoherent and having a huge quantity of locations over consistent quality. I think vibrant factions, multiple approaches, verticality, a sense of place/history that gives deep interconnections between areas of the dungeon, and a scale that allows for many sessions of return delves. I know it's not too controversial here but while not exactly "mega" depending on your definition I think the Caverns of Thracia is one of the better large dungeons ever made due to the integration of layout, history, occupants, into the whole and not feeling like a jumble of random rooms (though gonzo funhouses' can be sweet too). What would you look for in your perfect large/mega-dungeon that doesn't exist yet? My response follows. ==My favorite things to do in mega-dungeons, as a player or DM:Explore...: lots of room to wander around, get lost, find cool things no one else has found, pass through empty rooms/chambers/halls on the way to fun encounters! A mega-dungeon must also lead outward into the world(s), as well as pull the world into it's orbit from time-to-time....and Map!: I love to map while playing and mega-dungeons provide wonderful opportunities to do so :DInteract with Interesting characters: whether PCs ... read more!

