It has occurred to me recently that I haven't really addressed the idea of letting other people roll through Felltower. That is, letting other gamers play in the playground I wrote for my own group - and letting those results stick in the game I play with my face-to-face group.
I designed the dungeon mostly with my own group in mind. I wrote what I thought was cool and that they'd find cool, too. But in the back of my mind, I have considered for a while the possibility of using it - in the same in-game continuity - with other players. Online, I mean - new face-to-face players would just be added to my group.
But I did not explicitly make that part of the underlying assumption of the game. I didn't come right out on session 1 and say "Guys, I can and will use this dungeon with other gamers." I didn't find out if they are okay with that.
Ultimately, I need to ask my players. If they say no . . . well, it's not just my megadungeon, it's our megadungeon. Or to put it another way, it's my dungeon but it's our game. I know they'd be fine with me running people through it in a separate continuity, but that's not what I'd want to do. I would want it to be one dungeon, with multiple groups, so people would experience the whole "living dungeon" organically and not artificially (where I say, okay, NPC party cleared rooms 4, 5, and 17 and one died in the hallway near 18)
If allowing other groups to rampage through the dungeon they play in makes it a better dungeon for them, and a better game for them, I think it's a good idea for my group.
If they don't think the idea is so keen, or the worry about losing the good loot or stumbling across traps laid by "enemy" groups makes the game less fun, then it's a bad idea for my group.
I think both thoughts on it are okay. For some, the competition would mean more fun ("Let's see what the dungeon looks like now, after the other guys went in.") For others, it might just mean stress ("We can't play this weekend so the other guys might loot the secret treasury we found.") And that stress can take away the relaxation of playing a paper man through an imaginary obstacle course.*
My plan is to ask them what they think, and then go from there.
If I did play with multiple groups, it would make session reports a real issue. Would you want to know the other guys know exactly what you did, where you went, and what you took home?
It would also make inter-party conflict a potential issue.
So there is a lot to think about, even if they say yes.
* I do a little MMA (here). I've competed, and I know people who haven't. For some, competition sharpens the game - give training an edge and makes it more interesting. For others, competition changes it from "learning cool things" into a stressful, learn-or-die situation. I think both approaches are good, and I don't knock anyone who doesn't want to turn their hobby into a competitive event. I just need to find out, from a gaming perspective, if my players are largely in the first group or the second.