There’s no point to the PCs going on extended overland adventures to the next country over. This gives a variety of places for the PCs to explore and a variety of sources for monster and dungeon types. The second assumption is the more difficult one. You want that variety of terrain and you want your players to explore it. It gives them an additional secondary goal that can reward PCs with information about and paths into the megadungeon, but you also want to limit the amount of overland exploration to the relevant surrounding area. Simply choose a handful of different terrain types (using common sense) and array them aesthetically and reasonably about your starting area. ![]() Overland design has two major goals: adding variety and encouraging just the right amount of overland exploration. Give some thought to what factors have led to the Swiss cheese assumption in your game. This assumes that the ground is full of natural caves, passages, burrows, etc… You don’t need this assumption to hold for your entire campaign world, it can be localized due to geologic (think lava tubes or limestone erosion), ecological (think prolific burrowing critters), or societal factors (think dwarves), but whatever the reason, this means that even caves and structures that were never intended to be part of a megadungeon are easily connected to it. Step 1: Start with the “Swiss Cheese Assumption” ![]() There are probably as many approaches to building the megadungeon as there are approaches to the megadungeon proper. ![]() The megadungeon is a historical and exciting campaign model with a simple appeal that’s a convenient platform for pickup games, but building one can be an intimidating challenge.
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