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Apr 13, 2017 at 12:45 history edited CommunityBot
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Jan 29, 2013 at 14:33 vote accept Dakeyras
Jan 28, 2013 at 14:28 comment added p.marino As I said, this may be due to my own limits. Feel free to provide an (alternative, complementary) answer where the megadungeon is absolutely not a city in any sense of the word.
Jan 28, 2013 at 14:21 comment added mxyzplk A dungeon can't have factions? I mean, maybe it's semantics, but any dungeon that some group lives in is a settlement to them. I think you're taking the attributes a dungeon would need to be story-filled (factions PCs can interact with semi peacefully, etc) and directly conflating those with "city," where that might be one implementation of those requirements but certainly not the only one.
Jan 28, 2013 at 13:50 comment added p.marino Because to have a "story-heavy" setting you have plenty of NPCs, factions, power groups, sects, political parties, guilds, religious orders. In a non-urban setting you can spread these all over the region, state, confedereation, archipelago... but if you want all of this in a single location (the megadungeon) you have to create a microcosm where all the NPCs forming the aforementioned groups can live and interact. Hence - a city. Maybe it's just me being dense, but I can't see how else you can have anything apart the usual infiltrate/clean-up/invade/loot/explore scenario otherwise.
Jan 28, 2013 at 11:08 comment added mxyzplk Why is "a city" being used here as a synonym for "story?" This doesn't answer the question asked IMO.
Jan 28, 2013 at 8:49 history edited p.marino CC BY-SA 3.0
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Jan 28, 2013 at 3:12 comment added CaseySoftware I really like option (a) with an added twist to cover the creatures, etc. We just have to look at the Mines of Moria in LOTR.. the dwarves built a megapolis that was at the height of its power until they dug a little too deep and found goblins and a Balrog. It can explain why a city disappeared.. because the inhabitants were fighting to save their homes and refused to surrender.
Jan 28, 2013 at 0:17 history edited doppelgreener CC BY-SA 3.0
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Jan 27, 2013 at 23:49 history edited p.marino CC BY-SA 3.0
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Jan 27, 2013 at 23:40 comment added Phill.Zitt +1 for option (b). I ran an extremely successful campaign in the style of Diablo - the city on the surface was 'civilized' and as they ventured further underground the walls became older and older, the cities larger and larger but buildings shorter and shorter (to account for urban anti-sprawl, that is building upwards instead of outwards). All manner of funny.
Jan 27, 2013 at 23:27 history edited p.marino CC BY-SA 3.0
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Jan 27, 2013 at 23:19 history edited p.marino CC BY-SA 3.0
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Jan 27, 2013 at 23:13 history answered p.marino CC BY-SA 3.0