Simple D&D Map 3

 Map played by my roommates! Lizzie (Mage) & Allison (Rogue)

What went right

  • Pathways are clear and easy to follow.

    • They redirect effectively and keep the players moving in the right direction, even with minor intentional misdirects.

    • The wide paths and color lend to this. 

    • The viny area is the only exception; though this is partly intentional, some clean-up may be necessary.

  • Every pathway has a purpose.

    • Players appreciated the presence of rewards in dead ends. 

    • There still may have been too many dead ends, though.


Players didn’t mind dead ends as long as they were short and had a reward. 

They especially liked this secret pathway that requires clearing vines.


What went wrong

  • Ultimately, more pathways are needed for more interest and to lengthen playtime.

    • The map only touches on a maze-theme, might as well go all out. 

      • As it stands now, it’s in a strange limbo that is a bit misleading and confusing. It’s not straightforward or labyrinthian enough.

    • Adjust overall shape.

      • This would change the entire structure, but I think some additional visual details are necessary. It feels too empty as it is now.

    • More hidden pathways?

      • Once revealed to them, play-testers really liked the hidden pathway. Perhaps more, some more obvious than not, would give the map a little extra flavor.

  • The map needs more unique enemies.

    • Challenge didn’t increase as players moved about the map.

      • The minor enemies became boring, and the boss was jarring.

    • The enemies could chase or hunt down the players, especially since the pathways are so long and so many dead ends are present. It would add tension!

  • Hallways that ended in dead ends were too long; while the reward makes the misdirection worthwhile, it still takes up too much time.

  • Players expected more environmental challenges, given the aesthetic of the map. They also suggested this would make the map more fun overall.

  • The end goal isn’t totally obvious.

    • Players only move towards the center because it’s the only option. It’s not clear that the center room is a means of escape.

  • Map doesn’t showcase the theme as much as it could.

  • More opportunities to try different strategies needed.

    • Players found themselves repeating the same move sets over and over. They weren’t really given a chance to try out new things, especially after they figured out what worked against the enemies.

    • Additional enemies and environment traps would aid in resolving this.


Four of the same enemy crowd the entire left side.


Improvements

  • Add paths jutting out of the main structure. To fit in narratively, they could be broken bits of other bridges or wayward bits of structure. 

    • This would create that maze-like structure requested by play-testers. 

    • It would also present more opportunities for new enemies and hidden locations.

  • Design another enemy or two that are more powerful than the little reptilian guys. Maybe a group of small ones.

    • Players need change to keep the map exciting. This would allow them to both use new skills and feel they are learning and growing.

  • Any hallway that leads in a dead end should take roughly one or two rolls to navigate so as to not waste too much time. 

    • The rewards are nice, and the winding nature of the map adds conflict, but these pathways shouldn’t take up so much time they become tedious.

  • Add more rocks and vines the players have to overcome.

    • This will add more interest to the game but also give a hint to the hidden reward, which was difficult to find.

    • This will also lend in emphasizing the themes.

    • Players will get the chance to use spells or problem-solving skills they might not have had a chance to before. 

  • Add visual cues that the center room is an elevator shaft (Cables, buttons, etc.)

    • Players need to be confident that they’re actually heading somewhere productive, or they’ll feel the entire session is a waste of time.


Potential additional elements.


Comments