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Why Megadungons? A Campaign Structure for Modern Lives
(icastlight.blogspot.com)
This community is for meaningful discussions of tabletop/pen & paper RPGs
Rules (wip):
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.
I remember hearing or reading somewhere that Gygax basically insisted on only running dungeons, and that PCs were supposed to lose all their cash in between adventures cuz they lived lavishly or the local economy scrubbed their pockets super fast.
I always wondered why have a roll playing game with LESS roll play or even world building for that matter
Like isn't the crappy town sucking them dry more monstrous than Halaster? Is not the tyranny of the legitimate king or local lords or merchant guild more devious than some cult summoning demons on level 8? Probably not but its nice to have the option
IIRC you spent gold on XP by carousing; basically, blowing all your cash on ale and brothels was how you leveled up.
Wasn't the original D&D more of a war game than role playing?
I dunno, I'm all for weird limits and mechanics in games so long as everyone is having fun. I'm sure I'll run dungeons again, and hopefully it'll be in a system that is designed for it.
@P1k1e @sbv That basically comes from Fritz Leiber's Lankhmar stories. Fafhrd and the Gray Mouser were always going broke between adventures.