Simple D&D Map - Version 2 - Ava Matthews
(Map played by a mage and rogue)
What Went Right?
The shape of this map was much easier to navigate, due to:
Clearly defined pathways
In version one, pathways tended to blend into each other. These are separate and distinct.
Open rooms
Creating circular rooms for encounters and rewards aided both in pathway clarity and defining pathway versus encounter.
It’s now easier for the players to distinguish what’s happening visually.
While the general shape is the same, version 2 (left) is easier to navigate visually.
There are more options of paths to turn down in this version, but they all still lead to the same place without being too obvious to the player.
Additional monster hoards added more fun and better preparation for the boss (and the game as a whole).
Before, the enemies were scaled well but not numerous enough.
The type of enemy also varied depending on the chosen path-
I decided it would make more sense to ensure the players encounter every type of enemy, regardless of whether or not they chose the left or right-hand favoring path.
This version is more interesting mechanic-wise overall.
Through more enemies, players have more chances to test out and strategize with their individual abilities.
What Went Wrong?
The map is still visually unappealing.
It works, but doesn’t look great. It’s a decent foundation for something with some magic and flare.
Some areas are still difficult to block out in sections (specifically in Roll20).
I want the next areas to be obvious, but still leave some mystery. If the first area gives away the next one, it’s not well laid out, in my opinion.
The map may be improved by the addition of traps and more pathways.
While the pathways only take a couple rolls to get through, they’re still boring in comparison to the encounters.
If the only interest in the game is encounters, the game as a whole gets a little old.
In a full game, more rewards/upgrades may be necessary.
The sheer amount of enemies becomes tedious and frustrating if the players feel they’re not being compensated.
The path on the right-hand side may need an attachment to the left-hand side.
Though it eventually bottlenecks, it’s completely isolated from the other side, not to mention a little static.
The right-hand side of the map would be more interesting if there were more choices.
Though the path is clear, it only goes one direction.
An additional path and/or traps would be helpful in resolving this.
However, the left-hand side often goes unchosen at first because the middle path on the right adds a lot of mystery and interest that the left is missing.
That means most players are experiencing the overall less interesting side.
The middle path adds interest but is distracting. It needs a compromise.
Improvements
Add some visual interest (make it look prettier, basically).
Version one looked “better” but didn’t function as well. There needs to be a better balance between being aesthetically pleasing and mechanically functional.
Create the next version with imaginary areas in mind.
So, each “step” in the map is clear as the players move along, and nothing revealed too early.
Add a trap or extra path, especially on the right-hand side.
The right-hand side needs something to differentiate it from the left-hand side.
Maybe placing an enemy before the fork in the right-hand path will deter the party unless they are resolute explorers.
A trap right there may solve two problems! Something obvious but still challenging, like a small environmental puzzle rather than a hidden “gotcha” like a trapdoor or a swinging ax.
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