On the Self-defeating Impulse
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.