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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