The Game Players of Titan

with apologies to PKD

Node-based Megadungeon

Leave a comment

Keith Davies has had a series going for the past couple of days where he walks through creating a megadungeon.  Rather than using a map, and filling in the spaces, he uses a node-based model. What that means is he is not as concerned with the exact map that connects the various locales, but rather, how are the different areas in the dungeon related.  As my friends all like using minis, I find myself using this model as well, and in fact I often never have a complete map created.  I want the dungeon they are exploring to feel massive, with the possibility of getting lost, and if they are mapping every 5′ square, it gets old quickly, and begins to feel very small.

I don’t think I’ll ever run a true mega-dungeon, but they are nice to have to have in a campaign world when you don’t have anything else planned.  “Hey guys, wanna see what’s down that pit the last time you explored?”

Advertisements

Author: Bill MK

A writer, an avid consumer of soccer, music, media, books and games, a poorly self-taught handy man, a nom de plume.

Leave a Reply

Please log in using one of these methods to post your comment:

WordPress.com Logo

You are commenting using your WordPress.com account. Log Out / Change )

Twitter picture

You are commenting using your Twitter account. Log Out / Change )

Facebook photo

You are commenting using your Facebook account. Log Out / Change )

Google+ photo

You are commenting using your Google+ account. Log Out / Change )

Connecting to %s