Why Megadungons? A Campaign Structure for Modern Lives
Why Megadungons? A Campaign Structure for Modern Lives

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WHY MEGADUNGEONS? A Campaign Structure for Modern Lives

Why Megadungons? A Campaign Structure for Modern Lives
WHY MEGADUNGEONS? A Campaign Structure for Modern Lives
I feel like that's more how megadungeons. Yeah, megadungeons have a history in our hobby, and they're great, but why should I prefer a megadungeon over a sandbox or linear campaign?
I get a kick out of people who express non-dungeon campaigns as a megadungeon. That kind of meta is helpful for game design.
Agreed, and isn't a country or kingdom a dungeon in itself? Generally mega dungeons have towns, wilderness, ruins, forts, named monsters, sub factions and leadership.....ya know, like anywhere the hell else. Who cares if your dungeon has a rock roof or an air one
Yeah. That's how I would look at it. I can see how a dungeon simplifies description: I wouldn't expect to see as much stuff in a dungeon hall, as I would in a Shadowrun street. That in turn can constrain challenges: getting over a spike pit has fewer options than convincing a bouncer to let you into the club.