Worlds of Design: Making Megadungeons Make Sense

When D&D originally came out Gary Gygax more or less taught GMs that they should make huge multilevel dungeons that the adventuring party would enter and loot, killing the monsters who were guarding it. But in my case we were eager to play, so as GM I made what gradually became a big, sprawling, somewhat random dungeon. And it didn’t always make sense.

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