On the Self-defeating Impulse

People hate megadungeons.

They think they sound boring, or constrain their freedom, or all feel too much the same.

I can say this. We have now played 13 sessions of Numenhalla.

Zero of those sessions have been spent doing book-keeping or upkeep.

Zero of those sessions have been impacted based on how many or who showed up.

The players have been betrayed by a witch, bargained with rat-men, killed one dragon, been chased by another, lost a player with a skull mask and flame tongue to ghouls, who now leads the ghouls underground, drank from a Ogdoad god's bowl of shadows, tricked a sphinx into falling off a bridge to get stung to death (?) by bees, robbed the vault of a god, and been nearly murdered by a demon lord. That's what I can recall off the top of my head.

You can, if you like, follow +Numenhalla here.

However, the next time someone presents a Megadungeon campaign, what they are really saying is, "I would like to spend all the time we are together to play, actually engaged in play." That may not be for everyone, but it is too large a benefit to be overlooked.


  1. The utility of a megadungeon for "play with whoever can make it today" is the main reason I'm using a megdungeon in my GURPS game. We can't play as much as we want, and no one can guarantee they can make a session. So a "pick up basketball" style of play really works for us.

    We're just too busy for a higher-prep game, as fun as they can be.

  2. Well, Megadungeon Fun is more fun than many other campaign types I've played in.

    Not to sell it short.

  3. I wouldn't have it any other way.

  4. Even when I was fully engrossed in the mindset of D&D 3.5, I always thought a megadungeon sounded like a cool idea.


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