I'm a plot-oriented GM, but I'm also a sucker for memorable "rooms," which is why I'm kinda drawn to megadungeons but have never felt equipped or particularly interested in running one.
Maybe there's a way to split the difference with a megadungeon game that's somehow plot-oriented. For the sake of my mental model, I'm imagining this taking place in a giant tower — maybe in the Gormenghast mode, where the space is so vast that no one ever leaves. Entire microcosms or biomes might be contained within.
But how to allow for plot? The early floors would be tightly defined, but the higher floors would need to be either loosely understood or mapped out as the game progresses, in order to change depending on the events of floors below. A plot could emerge and be sculpted as the game progresses.
Building a plot engine that never requires players to revisit locations, though… that might be the thorniest challenge. Maybe it's a chase, where the players pursue an individual through a seemingly-endless sequence of rooms? Or maybe there's something more physical, where the tower is slowly flooding, and you're forced to climb, climb, climb… (Maybe Snowpiercer is a good model for this, if you tightened everything into a linear trek rather than a sprawl.)
Anyway, all of this is just an excuse to work on a big Dungeon 23 map, but with an outcome that I'd be interested in playing.
