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.
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