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I'm making a megadungeon, and I don't know if I should

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I'm making a megadungeon, and I don't know if I should go full gonzo/silly/goofy or just play it like regular old D&D. I want to homebrew classes like battle vegan and were-troll, and have vending machines and other blatant anachronisms, but I just don't know if anybody digs that sort of stuff. SHould I take the plunge, or should I stick with good ol' classic fantasy?
>>
what do your players want
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>>50104523
They said they're alright with anything.
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>>50104492
Goofy works for short adventures. It might be hard to sustain for a long mega-dungeon campaign, as players will feel little connection to the wackiness.

On the other hand, a totally serious mega-dungeon might get tedious after a while without a very compelling plot.

I'd alternate it.
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>>50104593
>I like all music anon hehe
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>>50104623
that's a good point, if it's a megadungeon, there's no reason that parts of it can be goofier than others
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>>50104687
nethack struck a good balance between fantasy and farce, do some research on it / play a few games and see
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>>50104687
"Be careful venturing out east from the crossroads, those halls were delved by the mad wizard Herman. Things there are... unusual, to say the least."
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>>50104663
Yeah, it's frustrating, believe me.
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>>50104492
Play it however you want and see which way they lean. Than adjust accordingly. People are indecisive retards who don't know what they want, but their subconscious does. They'll do shit that will give you the right idea as the game goes on. Until then fly by the seat of your pants and hope for the best.
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>>50104719

I understood that reference.
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>>50104492
You could try doing a Mythic Underworld type thing, with grim dangers in one passage, a vending machine in the next, and after that a bizarre room with Escherian distortions of space.
Thread posts: 12
Thread images: 2


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