One of the aspects that intrigues me about a Megadungeon is how they can feel so ‘lived in’. A standard dungeon might be completely barren of life – just ancient traps and treasures left behind – or it might still be occupied by a big bad monster or evil villain. If you greatly expand the limits of the rooms and landscape within, suddenly theirs room to add whole ecosystems, small pockets of civilisation, clans, potential allies and enemies.
I have an overall idea that several of the layers of my Dungeon23 creation will have humanoid groups living within. Remnants of a bygone age, or people seeking refuge from the calamities outside. As outlined in earlier blog posts, this ‘dungeon’ was a high-tech complex trying to save the world. Whilst it failed, and has since given way to the chaos, collapse and corruption, some pockets of the dungeon still support life.
If nothing else, offering a party potential companions/nemesis that are just trying to survive amongst the aging machinery and monstrous abominations, has the potential to create interesting scenarios and problems for the players to overcome. Unless they blast through human and monster alike without a second thought… that’s okay too.Continue reading “Dungeon23 – Week 4”