Over on The Rusty Battle Axe the author says “Megadungeons were all the rage in the tabletop RPG blogsphere back in 2008-2009. There are plenty of posts on megadungeon dating back to the period.”
I still haven’t run a Megadungeon, even though I have bought several: Stonehell, Rappan Athuk (twice), Castle Whiterock, Tomb of Abysthor, … I feel like I would like big dungeons. When I prep for my games, however, that’s not how it works.
If you look at my Swiss Referee Style Manual you’ll note that it is practically without advice for dungeon adventures. That’s because my dungeons are small. Usually they are one page dungeons. How come? When I prepare a game, I usually start from the answers I got at the end of the last session. I almost always end by asking: “So, what are we going to do next time?”
I write down the relevant non-player characters: people to meet, people to oppose, people with jobs to hand out, with quests that need resolving. I usually end up with one to four characters.
The bad guys are usually in a defensible position so I prepare spells, minions, rooms, a map… a one page dungeon, a ship deck plan or a village with a few important buildings (in which case I won’t prepare floor plans for the buildings). I usually end up with four or five buildings or ten to twenty rooms, a sketch of a map.
I think of complications. This is usually something that works in layers. Every two or three days I have a lame idea that I mentally add to the adventure. After two weeks, however, five lame ideas make a cool complication. I usually don’t think of a solution. The gargoyles want the player characters to leave, consider themselves to be Übermenschen… The elves are petriefied by a gorgon bull and the players have neither the saves nor the spells to survive a direct encounter. As it turns out they managed to get the gargoyles to accept their commands and the gargoyles brought all the petrified elves to the survace.
I think of rewards. I usually start by rolling on the appropriate treasure tables and embellish the magic items, if any. A armor +1 and shield +1 turn into the golden halfling armor of Priamus Bullfighter who disappeared 21 years ago from Elfenburg. The sword +1 turns into the blade of the herring knight, smells of fish allows the wearer to feel how far away the next air bubble is… I make a mental note to add the remaining equipment of said knight to the dungeon or future adventures… If my players decide to follow up I will place his city or temple on the map, and add the protector saint of all fish, and his paladins, and their special abilities, and there will be rescue missions, and favors to be granted…
Working iteratively is important for my process. I try to pull in non-player characters from very old sessions. Wespenherz, the new hireling, is an elf that they had rescued from bad guys in a previous campaign up in the north. This ring they just found was forged by Qwaar the Axiomatic and didn’t Muschelglanz write a book about the rings of Qwaar? Yes he did and as far as he know he had decided to investigate the Barrowmaze and never returned… It gives depth to the campaign, some players remember and start digging through the campaign wiki, older players explain newer players what happened back then, … I love it!
This sort of thing doesn’t come easy. As I said, every two or three days I have a lame idea, but after two weeks I’ve had enough lame ideas that together they make the game better. Much better.
The process also shows why it’s hard to integrate megadungeons. When I look at them, I want to skim them for interesting non-player characters my players would want to contact, for prison cells my players would want to rescue interesting non-player characters from, for interesting rewards my players might want to be looking for. And that’s so damn hard.
I still remember placing the Barrowmaze in my campaign and having an important non-player character flee towards it. I was using Nualia, an evil fighter with an evil sword from a Pathfinder adventure and decided that her dad was a priest of Nergal who lived in the Barrowmaze and was involved in the power struggle. Then I had an evil authority person from Kerealia fleeing towards the Barrowmaze because the players had ousted him. The dungeon itself was ok, not overwhelming. We rescued a dwarf from a pit and he’s still with us.
Once the players fell into a bottomless pit and dropped into the astral sea, they never had the urge to return, hower. Having Muschelglanz disappear in the Barrowmaze is my new attempt at letting the Barrowmaze play a role in my campaign. It hasn’t managed to make itself important. I was unable to find or emphasize anything in the megadungeon itself that would motivate my players to return again and again.
The reason I thought of using the Barrowmaze again was that one player decided to offer a reward for the return of Muschelglanz. I proposed to my players to play a random party of first level dudes trying to claim this reward by going into the Barrowmaze and finding Muschelglanz. They liked the idea so that’s what we’re going to do.
When I started preparing for the next session, I did what I usually do. I looked for cells to put him in. I looked for the headquarter of a faction that held him prisoner. I tried to find the important non-player characters and I tried to find a thing that Muschelglanz might have been looking for. I know that there is supposed to be a tablet somewhere. But everyhing else has been tricky. I really need to skim it again. Gaaah.
Now you know what I would appreciate in a megadungeon. Just in case you’re writing a megadungeon.
Update: Check out this example of adventure prep a year later.