#TTRPG

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  • Опубліковано 1 жов 2024
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КОМЕНТАРІ • 18

  • @JackFetch-eb1gr
    @JackFetch-eb1gr 3 місяці тому +3

    The London Sewers or Paris Catacombs could make for an interesting MegaDungeon

  • @SalihFCanpolat
    @SalihFCanpolat 3 місяці тому +3

    In one of my settings, mega dungeons are results of the nightmares of the god of revenge and nightmares. She sleeps and sometimes she do have nightmares, these nightmares manifest themselves as dungeons full of torture and suffering. Mortals delve into this dungeon either for treasure or just to ease her suffering, and sometimes for both.

  • @Ironcaster
    @Ironcaster 3 місяці тому +4

    Other real world places to consider include the mall of America and Disney world with their tons of intricate tunnels and backrooms for inspiration for floors of would-be megadungeons

  • @henrikcollin4727
    @henrikcollin4727 3 місяці тому +2

    Fun thing i learned was that one of swedens first rpg mutant, they used architect drawings of then existing city garages for one of their first modules. So in a futuristic rpg.. you could use malls, garages and storages facilities. That have been repurposed as inspiration..

  • @BanjoSick
    @BanjoSick 3 місяці тому +2

    Isn‘t Gaza a Megadungeon?

  • @aceupinasleeve5031
    @aceupinasleeve5031 3 місяці тому +1

    Here in montreal we have the RESO, which is an underground network of 32 km of tunnels connecting offices, subway stations, universities, malls, museums, convention centers, residences, etc. That could be a good example of mega dungeon (if you can find some reason why players can't go outside).

  • @Lanessar8008
    @Lanessar8008 3 місяці тому +1

    I think one of the better premises for a Megadungeon was "Gradient Descent". This takes a little modification, but combining this with a "Xak Tsaroth" sunken city and changing the context into fantasy isn't that hard. Instead of androids, it is populated by ancient race of primordial dopplegangers. They attempt to replace the adventurers going to the city and then go into the world to spread their God's influence. Monarch is a fallen God, trapped by (redacted). The Minotaur was a prophet who learned the secrets of the God, and created humans against their wishes (pulling upon Prometheus).
    The only thing that has competently explained a megadungeon is a ruined city of some sort, with a sizeable population. Or a manufacturing facility, going sci-fi. You could also use some sort of Ark generation ship. There were a lot of fantasy and Sci-fi crossovers in the late 70s literature (Shannara, Saberhagen's Book of Swords, etc.) which is a good and interesting way to take this.

  • @chriskirby9408
    @chriskirby9408 3 місяці тому +1

    I've never been a fan of Megadungeons for the very same reasons, their existence makes no sense and pulls me out of the immersion. Having said that, Greg Gillespie's Barrowmaze didn't hit the same way, and I found it works. YMMV
    As an aside, Wightchester is kinda like a megadungeon that doesn't feel like a megadugeon

  • @paulberry5750
    @paulberry5750 3 місяці тому +1

    The Labyrinth from Hellraiser infamy comes to mind.

  • @jestrogames5507
    @jestrogames5507 3 місяці тому +1

    On the topic of mines and caverns, I ran a Veins of the Earth campaign a few years ago. The book is very good for inspiration, but I felt it was just a bit too mysterious (which is fine for player-facing content but the DM needs more - at least I did).

  • @jw66667
    @jw66667 3 місяці тому +1

    Derinkuyu and Petra (both in Turkey if i remember correctly) were huge underground cities built in about 8,000 bc would maybe be good inspiration.

    • @jw66667
      @jw66667 3 місяці тому

      sorry 800 not 8000

  • @sethpeterson8261
    @sethpeterson8261 Місяць тому

    The new Moria book for The One Ring rpg nails this, plus the maps are goddamn beautiful

  • @rynowatcher
    @rynowatcher 3 місяці тому

    What the heck are you talking about 3e being the first edition where monsters were built like characters? Monsters were universally built like characters up to 3e; so much so that they had rules for playing as monsters in BECMI source books like Top Balista or Night Howlers (released while 1e was in print and compatable.
    The stat blocks were simpler, but so were character designs. Ie, a magic user did not have anything special about them other than the ability to cast spells and a magic book containing spells, same as a goblin shaman stat block. It was so based on character design in od&d through 2e that they would short hand monster stats with things like: "ogre, 4 HD 1-4 damage, saves like a 4th level fighter." Which that just means an ogre is a 4th level fighter with a d4 club.
    Monster and character stats are simpler in early editions because they had to fit into the mass combat system because your 23rd level magic user might, as a normal encounter run int a war band of 50-500 orcs in the wild and they needed a way to deal with it that did not require renting a conference center to have a combat with a few hundred combatants.

    • @michaelotero4394
      @michaelotero4394 3 місяці тому

      The stat blocks in pre-2000 D&D weren’t fully statted out. The monsters, and usually the NPCs, didn’t have ability scores, there were no skills typically, and they used a simpler saving score system (saves as F2 etc.) This is why OSR is easier to prep for. Once skills, feats, and a slew of abilities came out, the stat blocks got huge, and game prep/running became harder and more time consuming.

    • @PostmortemVideo
      @PostmortemVideo  3 місяці тому

      This.