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How do I ensure my players are excited for Friday's D&D game? Throw this up on the group's facebook page and watch them squirm.
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+Brett B +Sean P Kelley Oh, I also kept wanting to chime in during the episode: I felt like you guys either had trouble defining "megadungeon" as opposed to plain old "dungeon," or otherwise simply didn't get around to it. My working definition has always been that while a dungeon can be vast, a "megadungeon" is a self-contained campaign, or at least has the very real potential to be.

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One of these weekends I really should come into the office and print off some hex maps. 
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As an adjacent topic to the mega-dungeons topic from this week, just wondering if it might not be interesting to examine dungeons in other settings beyond fantasy. Where are they appropriate and what do you have to do to pull them off while maintaining the tropes of the game you are playing?

I know there was a Space Hulk supplement for the Deathwatch game, where we wandered around a derelict Xenos craft as Space Marines, trying to figure out what the ship was and what kind of Xenos were still alive on it. That was definitely a dungeon crawl, and one that felt appropriate to the setting.

Numenera has their Jade Colossus product coming out, which is a far future weird high concept post apocalyptic dungeon, which also has tools for generating other ruins--which leads one to think that post-apocalyptic settings probably have their share of "dungeons" to explore as well.

On the other hand, I have a really hard time picturing an appropriate supers game trying to use a dungeon setup, because even going through the bad guy's lair is a fairly quick process of showing some robots, a couple hallways, and a trap or two at best. The closest thing that springs to mind was Wolverine hacking his way into the Hellfire club from the sewers up back during the Phoenix Saga era of comics.

Hi +Brett B​, +Sean P Kelley​!

Wow, so very cool to hear my name at the top of the main topic of Episode 150 - Megadungeons! I wanted to elaborate on the game I'm running, since I put a bit of a personal spin on it. The whole thing started because I had collected a number of megadungeon books that are generally well-regarded: Anomalous Subsurface Environment, Barrowmaze, Dwimmermount, Rappan Athuk, Stonehell, and the absolutely fantastic Maze of the Blue Medusa.

I'll spare you the details, but it's a West-Marches-style game in that I'm letting a pool of players organize the sessions and player pools themselves. Each session, the assembled group ventures forth into a random dungeon (there's a fictional logic to this), and they are being paid by an organization to map them extensively. Maps sold back to the organization are paid per the number of rooms mapped. (This is an idea taken directly from Dwimmermount.) Also, to further emphasize mapping skill, all I give is verbal descriptions. I've had to work on my clarity after drawing maps for players for so long, but as sessions have continued, I've been able to slow the game down less and less.

Having a base location that you're returning to offers a place for the things you find to grow into potential plot elements to explore. Once you bring back rumor of an underground Dwarven city, for example, certain people may start to talk the next time you go delving to the same place. Also, teleporting to a random megadungeon really breaks up the monotony that Brett expressed concern over. Barrowmaze is going to feel a lot different than Maze of the Blue Medusa. Perhaps the players will all gravitate toward a particular dungeon, but for now we're still just getting started and are having fun with the variety.

For system, I'm using a tweaked version of Lamentations of the Flame Princess. The system emphasizes encumbrance and resource management, which are key aspects I want to highlight. (Also, firearms exist.) Thus far, every session has only lasted a few rooms before resources are exhausted, those usually being hit points. Players can have multiple characters and/or hire hirelings to beef up the party. (This works especially well if only two people show up.) Oddly enough, no PCs have died yet, only their hirelings.

The two things that have slowed me down are (1) empty rooms, and (2) certain random encounter tables which are just plain boring. The most memorable encounter to date has been from my hacked random encounter table, where I slipped in a custom unique weird monster.

Anyway, I don't know if there's anything of value in this post, but I did want to invite anyone who is interested here on G+ to join the player pool. Thus far we only have about four active players, and I feel like the game would shine if we expanded that a bit.

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Mega dungeons, you know, the big ones. There’s Undermountain, Castle Greyhawk, Barrowmaze and many more. We talk about ’em.

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Only 11 hours to go to get in on this. Just a friendly reminder--these seem like they would be great for a convention funnel.

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+Roger Brasslett, +Timothy Stone, and a few others may be interested in this.

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7/24/17
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Just wanted to share my latest podcast episode - the first of many in our Secrets of Duncaster D&D 5E Actual Play. Enjoy!
Just wanted to share my latest podcast episode - the first of many in our Secrets of Duncaster D&D 5E Actual Play. Enjoy!

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