Simple D&D Map - Version 1 - Ava Matthews
My map was played with a mage and a rogue.
What Went Right
The progression of the enemies’ strength was steady enough to teach adequately while still being fun.
My thought process was to ensure the players encountered a low-level enemy, no matter what path they took, to test the waters.
Rewards were accessible at reasonable points.
I figured every enemy should lead them to a reward (in addition to the feeling of accomplishment) to keep spirits high.
The first three enemies were blockades themselves, but due to the shape of the map, the third reward needed to be closed off.
This design looks slightly strange and requires the players to backtrack, and so the shape of the map will be altered.
The map bottlenecks the players in multiple areas.
Taking the middle path still leads to the reward on either the left or right side.
There’s actually no reason to take the upper left and right paths after getting the reward, so it all ends up at the boss in the end.
This is another flaw in the shape of the top half of the map, though.
What Went Wrong
Though the current enemy progression worked, it would be further improved by an additional enemy between easy and moderate.
The first enemies are easy, the enemy on the path to the left is difficult, and the enemies on the right-hand path are easy but numerous.
This variation was put in place for interest and replayability.
It might be a more interesting game overall to add a group of three easy bosses as a moderate stage between easy and difficult.
Forcing the players to fight multiple (easy) enemies at once would teach them how to strategize accordingly
This would also further prepare players for the boss and any future levels. The boss does feel sudden after only two other hoards.
I didn’t want to overcrowd the map, but the fun does ultimately come from the battles.
Rewards are given after each fight, which was appreciated by the players, but they are placed uncomfortably on the map.
The rewards on either side of the bottom half work okay.
The reward in the middle top forces the player to take only one path.
If they continue forward, missing the reward, there aren’t additional ones on that path. They could miss it.
I did not consider, until someone played it, that the left and right upper paths were rendered useless after the reward was taken. Why would players circle back?
The top half of the map can be difficult to read.
The first fork in the road looks like a path you can take again, and while you technically can, doing so would not benefit the player.
The extreme tilt does help, but it’s still an odd shape.
Otherwise, the flow was fine, however;
There are ultimately no unique decisions. The map forks in two directions twice.
Symmetry means the choices are ultimately unimportant and the map has no replayability.
Symmetry also makes the map visually uninteresting.
Improvements
Add more enemies.
This would give the players more opportunity to practice multiple strategies before the boss.
Add more paths and limit symmetry.
This will make the map more interesting if players break off from each other.
It would also make the map more fun to replay again and again.
Elongate the paths.
This leaves room for more enemies.
It also will make corridors relevant to each uncovered area more obvious.
Compress and block off map
As it stands now, the map is difficult to reveal in small chunks.
When it is, there’s often not much to do or look at in the small area.
This would be improved by adding more “rooms,” traps, and blockades, as well as tightening and elongating the paths.
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