We’ve come so far, and we’re so close to the end! I’m sad to say, however, that my megadungeon campaign has officially stalled. Our last session was in February, and I remain uncertain when academia will relinquish the necessary brain space for me to finish telling the tale. I contend, however, that this is not entirely my fault.

For that past three session, my group of ne’er-do-well heroes have chased every possible lead EXCEPT the dungeon. They’ve negotiated with foreign dignitaries, helped a medusa recover religious relics, aided a witch in un-cursing a shoplifter, and once again threatened to give up the adventuring life in favor of raising magical ducks. Meanwhile, the only remaining passage through Level 18 of Dragon’s Delve remains un-explored.

I’ve had the encounter in the next room prepared for over a year now. >:[

But then again, this is all par for the course with players. Quick asides become detours, minor characters take center stage, and vague foreshadowing goes straight to the top of the party’s must-be-investigated-immediately itinerary. And when you’re running an exploration game like mine, the central hook of “get to the bottom of the dungeon” is easily put on the back burner.

I suspect it’s on me as the GM to allow my players their freedom. After all, what the party decides to do is the story, not the contents of a preconstructed dungeon. Wandering about in the wilderness is a grand tradition in quest narratives, and that includes side quests.

So for today’s discussion, what do you say we trade tales of B-Plots superseding A-Plots? Did your party go mushroom picking rather than fight the dragon? Perhaps their side-hustle in salt mining became the cornerstone of your campaign? Or maybe a party member needs to be elected to town council before anyone can free the imprisoned moon goddess? Whatever your derailment, let’s hear all about it down in the comments!

 

 

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