re Dungeon World, anyone done a megadungeon like temple of elemental evil, rappan athuk or undermountain?

re Dungeon World, anyone done a megadungeon like temple of elemental evil, rappan athuk or undermountain?

re Dungeon World, anyone done a megadungeon like temple of elemental evil, rappan athuk or undermountain? how did it go?

16 thoughts on “re Dungeon World, anyone done a megadungeon like temple of elemental evil, rappan athuk or undermountain?”

  1. I can’t say if this is true for all game groups, but I ran an old fashioned dungeon crawl not too long ago and ended up fast forwarding towards the end because my group and I found it collectively boring. YMMV on that, but make damn sure you’re keeping things interesting. From my experience, Dungeon World sings when you’re keeping things moving along and interesting. Slogging through a dungeon of epic proportions feels antithetical to the design of DW, but that’s just my interpretation.

    As an aside to this, I’d also advise against making your dungeon complicated to navigate. I had borrowed a dungeon layout I found online for the recent crawl I ran, and it involved some puzzles that needed to be solved in order to get to different areas within the dungeon. It was very video gamey in that regard. Despite my best efforts to describe the lay of the land in as clear terms as possible, my players were often confused with the multi-level traversal (it was a water themed dungeon that required raising levels to get to new areas). Don’t make the same mistakes I did!

  2. I can’t say if this is true for all game groups, but I ran an old fashioned dungeon crawl not too long ago and ended up fast forwarding towards the end because my group and I found it collectively boring. YMMV on that, but make damn sure you’re keeping things interesting. From my experience, Dungeon World sings when you’re keeping things moving along and interesting. Slogging through a dungeon of epic proportions feels antithetical to the design of DW, but that’s just my interpretation.

    As an aside to this, I’d also advise against making your dungeon complicated to navigate. I had borrowed a dungeon layout I found online for the recent crawl I ran, and it involved some puzzles that needed to be solved in order to get to different areas within the dungeon. It was very video gamey in that regard. Despite my best efforts to describe the lay of the land in as clear terms as possible, my players were often confused with the multi-level traversal (it was a water themed dungeon that required raising levels to get to new areas). Don’t make the same mistakes I did!

  3. Gigantic campaign-sized megadungeons are what D&D was built for. I suspect they wouldn’t work super-well in Dungeon World. Maybe Torchbearer or Freebooters or even World of Dungeons would work, though.

  4. Gigantic campaign-sized megadungeons are what D&D was built for. I suspect they wouldn’t work super-well in Dungeon World. Maybe Torchbearer or Freebooters or even World of Dungeons would work, though.

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