I’m obsessed with two things in dnd: giant campaign spanning megadungeons and vast wildernesses to journey through. These often seem at odds with each other. One thing I’ve been considering is to have dungeons with big“locks” between levels. As everything else in ttrpgs, these are soft locks. Obstacles essentially, that can be beaten a number of ways, rather than hard locks like in video games where you literally can’t progress unless you get the exact key the game wants. A good exa...