So a good megadungeon is needed, but I'd prefer fewer gonzo elements and more of a classic D&D feeling. ![]() It's really just a mechanism for getting some grinding dungeon crawl action into a game that will otherwise be more focused on weird planar travel and urban heists. Next time they come back, if they survive, the front line might be deeper, or it might be shallower if there's been an enemy offensive. If the players ever unwisely decide to sign up for dungeon duty, I'd like to have a classic old school style megadungeon on hand to use for that part - I'd just pick an interesting section of the dungeon, arbitrarily say that there's where the "front lines" of the dungeon are, and let the PC's loose on it. ![]() If there's a ready explanation for why the dungeon needs delving, that would be great, otherwise I can just come up with some explanation involving enormous mithril deposits and interplanar democracy. This is a way to smuggle traditional OSR-style dungeon delving into an otherwise trippy plane-travelling Dungeon World game, and I'd like to have the full "Fantasy F***ing Vietnam" experience with a megadungeon that is constantly being explored, partially cleared, and then repopulated with monsters. I decided to have as a background element a grinding dungeon campaign in one of the neighboring planes which is constantly recruiting adventurers from Dis to help explore and act as arrow fodder. The PCs will be the standard freebooters, murderhobos for hire in Dis, the city of infinite possibilities and high rent. ![]() My next up game is going to be a Dungeon World game using the Planarch Codex setting (a roll-your-own-Planescape kind of toolkit, if you haven't read it).
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