Friday, January 4, 2019

Curating Undermountain


I'm currently running Dungeon of the Mad Mage for DnD 5E. Its a good module and a great version of Undermountain. However, I find myself allowing my group to focus on the parts they want and ignore much of the rest. I appreciate 23 levels of dungeon and all of the material, but I'd rather pursue particular quests and storylines than have my group knock down every door and fight every monster.

This isn't a criticism of mega-dungeons, just where we are right now. I won't lie that it wasn't an easy decision moving away from whole swaths of the map for the group to pursue a mask, but everyone had fun and thats what I'm really going for as a DM.

Has anyone else made similar decisions or am I merely a heathen?

8 comments:

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Pamela said...

Absolutely agree with your approach! In both DnD and games like Bitlife , giving players agency to shape their own stories makes for a more memorable experience. Mega-dungeons like Undermountain offer so much, but focusing on the quests and narratives that excite the group keeps everyone engaged.

Runa Misasia said...

Undermountain, eh? My players often zero in on shiny distractions too, like moths to a flame. It's about the fun, I agree. Discarding content stings, but a lively game matters more than completionism. I've felt this keenly. I remember when my family was planning our vacation last year, we originally intended to visit multiple destinations. friday night funkin However, halfway into our first stop, we fell in love with the small coastal town and decided to stay for the remainder of the vacation, discarding our plans for the other planned destination. So, I totally get it. You are not alone!

CarolHamil said...

Right off the bat, Dungeon of the Mad Mage is a beast, isn't it? Seriously, 23 levels is a commitment. So, the DM's letting the players guide the pace, huh? I get that, sometimes the sheer volume is overwhelming. Fun is key, and if everyone's enjoying the chosen quests, then trimming the fat is a win! One time, directing the plot felt like navigating Slope Game, avoiding endless corridors to reach the real treasure – player enjoyment.

omegle said...

Sometimes, as a Dungeon Master, balancing freedom and structure is tougher than facing a beholder's gaze. Running expansive modules like Dungeon of the Mad Mage offers incredible depth, but letting players choose their own paths can keep the story alive and fun. I recall a session on Omegle where my group ignored side quests to focus solely on the main arc — the shift felt natural and rewarding, just like here. It’s all about keeping engagement and enjoyment at the forefront.

nivyana said...

Sounds like you're running a fun Dungeon of the Mad Mage campaign! I agree, the sheer size can be daunting. Focusing on preferred storylines is a great way to tailor the experience. Consider using side quests from online resources to enrich specific levels. Maybe even sprinkle in Uno Online nights for a break between dungeon dives! That ensures engagement and avoids burnout. The key is collaborative storytelling.

Karleykiehn said...
This comment has been removed by the author.
Karleykiehn said...

Sometimes, running a sprawling campaign like Dungeon of the Mad Mage forces you to prioritize parts of the adventure over others. I recall a campaign where my players insisted on skipping side rooms to chase the main plot—much like your approach. It can feel like you're missing content, but focusing on what excites your group keeps the energy high. My experience at a local game store, Monkey Mart, taught me that customizing the journey matters more than exploring every corridor.

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