A lot of discussion in the hobby lately about mega dungeons.<div><br /></div><div>Some benefits touted: </div><div>episodic adventures- one session basically </div><div><br /></div><div>and pool of possible players- regular player cant make it no problem who ever shows will go. </div><div>Each session ends with the team back "at the inn" or where ever "safe" is</div><div>This facilitates a pool of players. </div><div><br /></div><div>Potential for multiple groups to enter the dungeon</div><div><br /></div><div>mega dungeons were the basis for the 1e rule about when the party is not together adventuring 1 day of real world time that passes equals 1 day of game world time. </div><div><br /></div><div>Semi sand box in that the game master does not have to come up with new adventure all the time its a mega dungeon where would you like to go next? tables for events and factions/cadres will facilitate new plot hooks </div><div><br /></div><div>encourages living breathing world as the game master should have populations move and restock cleared areas </div><div><br /></div><div>Potential for factions/cadres to be a thing</div><div><br /></div><div>The new reality of my Star Frontiers gaming is on line but scheduling can bite.</div><div><br /></div><div>I'm wondering if the episodic mega dungeon is possible in Sci-fi?</div><div>you show on Sunday night and your are in the party. party always pulls back to "at the spacer bar" game is regular and you just show if you want to go. </div><div><br /></div><div>Sure you could just write episodic adventures but you still have to have some of the conventions. perhaps each episode is also constrained with a timer ie you have 3 hours to solve this or you fail. so there could be in game timers but there is also a real world timer- 3 hour play session.</div><div>The convention that must be observed is always back at safe. to heal and resupply. </div><div><br /></div>
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