I'm back, at least for a brief entry. Diablo III was fun and all, but it's time to get back to seriously thinking about my campaign.
In Megadungeon campaigns, is it assumed that the players will generally have a safe path back to town where they can restock supplies, pick up retainers, and otherwise take a break from their excursions?
I'm thinking of the possible repercussions (positive and negative) of sealing the exit behind my players and expanding the scope of the game to include basic survival needs. Having to forage for food and water underground, only being able to recruit retainers from the encountered races underground, and the only trade available being with the shady merchants of the deep races.
Do we need a town to provide adventure hooks and a breather between sessions, or can the dungeon be the entirety of the campaign world?
Is it fun to starve to death or die of thirst? Won't the players just hate me for it?
We're running Labyrinth Lord with the basic skills from Lamentations of the Fire Princess. The players won't be able to roll a Survival check to find food or water -- but they can use Bushcraft to provide them with clues and help identify poisonous mushrooms vs. edible mushrooms and the like. They'll have to explore, dig around, and look for clues, and use their ingenuity to survive. Should be fun, right?
It's something I'll be thinking about before my next game.