Tuesday, February 26, 2019

DnD Map 2 Feedback | 2/26/19


My map’s story was loosely based on a Zelda dungeon, while still pertaining to the theme of a post-apocalyptic alien invasion. The players are prisoners on an alien ship and must solve puzzles and defeat enemies in order to escape. There are several items scattered on the ground that they can use to heal, attack, and solve puzzles, as well as some chests, both locked and unlocked that they can open. There are plenty of enemies for the players to defeat, each increasing in difficulty to defeat. As they get closer to escaping, they run into the general, and later the boss of the entire ship, both of whom they must defeat in order to escape.

My playtesters really liked the puzzles I put into my map. One of the puzzles was solving a simple cryptogram puzzle in order to figure out the code for the cell so the players could escape. My playtesters said that it was a simple puzzle but it was still a fun way to unlock the door, and an alternative to simply rolling a die. They really liked the subtle implementation of electronic keypads and high-tech themed checkpoint to keep consistency with the alien theme. My playtesters had no problem getting through most of the rooms with relative ease before time was up.

The Map


One of the biggest issues with my map was the difficulty of the enemies. By the third set of enemies, they were very overpowered and could easily one-shot the players. Also when I had made the map, I had forgotten some key items for the players, and it was suggested that I give it to the enemy to drop after they have been defeated. One of the playtesters commented that although they were given plenty of healing items, it wasn’t very useful if the enemies could simply one-shot the players, giving the players a very minimal chance at success, essentially a Dark Souls moment.

In future iterations of the map, I would definitely lower the enemies strength. Previously, I had assumed that because the players had so many healing items that it wouldn’t be too hard for them, however due to the fact that they wouldn’t get a chance to use the items at all, they were simply too strong. If I were, however, to make the enemies stronger, I would also have less of them. In the second to last room, there are 3 enemies and one mini boss, all of which were very strong. Even with the extremely strong combo of warrior and ranger, they stood no chance against the opponents I put up. I would also give some of the enemies the keys or healing items, so that when they’re defeated they can drop the items. Also, more strategically placing items closer to the coordinating puzzle would help clarify the map.

One of the items you can pick up, key to the puzzle. Pun intended.


The path was generally pretty straight forward. There is one part of the map where it branches off to a shadowed room, which characters must illuminate and unlock in order to access the room where two vital keys were. This could be considered a little obscure, however, due to the locked door where the general and enemies are, they are forced to explore that part of the map.

The overall flow was very smooth, with no dead ends or unnecessary corners or rooms. It was very straight forward, going from one end of the map to the other. The pacing and placement of enemies eased players into the action, and had a good combination of battles, puzzle solving, and exploration.

As the items were relatively close to the puzzle they were associated with, and with a bit of narration, it was easy to teach the players how to use the different items. For example, the severed hand was obviously the key to the electronic keypad. The flashlight was in the chest near the darkened corridor, and the keys were only found after the players found one of the locked chests.

Skeleton Keys on an advanced tech alien ship.


The main circulation elements were the corridors that connected the rooms, some stairs, and the two “lobbies” - the prison cell where they start, and the final control room. This map is more about puzzles, and thus the balance of circulation elements to rooms (where action occurs) means there are a lot more rooms.

I think this map was a success. There are definitely components that can be adjusted to make it easier for players, and perhaps some longer corridors with some little Easter eggs could help make it a little more interesting.

Tuesday, February 19, 2019

DnD Map 1 Version 2 Feedback

My DnD map was a Zelda dungeon themed map, with a story themed after the Zelda franchise. On my map, players had to go through 2 rooms and one optional side room, if they chose, to get to the end and seek out the treasure.

My new map had swapped locks on the optional room and final room. The optional room now has the standard lock, and the final room has the hard lock. This acted as as an incentive for players to go into the optional room. Previously, players said they were not very interested in going into the optional room because of not only that it was out of the way, but this time because the lock is easier to unlock, players are more likely to choose the easier lock.

In the first long corridor following the first room and leading up to the offshoot that led to the optional room, I decreased the amount of enemies there were. These enemies still followed the players if they got into their line of sight and would attack if they were within 3 spaces after passing them. Players could choose to defeat them before they followed them as well. My playtesters said the space was much more opened up as there was more move to room, and less battles to have to fight. Players said they were more inclined to go into the optional room now because it was easier to get into, and the addition of some stew as the prize was a little funny and more rewarding.

The new map.
On my next iteration of this map, I would definitely put the optional room as a “branch” of the map. This way, players have the choice of either going through that room, or simply passing through a longer corridor, possibly with some enemies. My bosses were still fairly easy to beat, so the next design will include bosses that are harder to beat. As I had forgotten about armor, the final boss will definitely have that to its advantage. This way, I could have the players use the stew as a healing potion of some sort.

For this map, I give the players obstacles to make them utilize the mechanics of the game. The last room of the map has a strong lock on it, prompting players to have to unlock the door by rolling a 10 or higher. The optional room also had a lock on it, but this one was a regular lock and required players to roll a 6 or higher. Towards the end of the map, before the final room, there is a single square that has spikes on it. This is the only way players can get through to the other side, so they must jump or float across it. I also placed a few enemies and two bosses throughout the map, so players must fight enemies in order to continue. In the area surrounding the path towards the final room and the optional room, players are prompted to use a light spell in order to see, which reveals the secret room. In the final room, when the boss is defeated, players are told they discover an injured animal (a dog in this case), whom they must heal in order to leave the dungeon. All these obstacles and story points make players use all mechanics of the game in order to complete the map and understand the mechanics. They were all very simple obstacles, and easily introduced the mechanics to the players.

The path to the end of the map was extremely straightforward and easy to follow. My map was a simple winding corridor with a short offshoot to the optional room should players choose to go that way. There were no dead ends or open areas to confuse players, so it was a good setup for first time players. The overall flow, however, was a little congested. Since the image I had in my mind was a question mark, the corridors tended to be a little skinny and ended up slowing the game down a little bit. These corridors were one of two circulation elements in my map, with a couple lobbies scattered throughout the board as well.

Overall, I believe my DnD map was a successful introductory level. The new changes to my map helped create a much more cohesively fun map, and with some extra changes it can be even more fun and enjoyable.

Tuesday, February 12, 2019

Simple DnD Map Feedback (2-12-19)

My DnD map was a Zelda dungeon themed map, with a story themed after the Zelda franchise. On my map, players had to go through 2 rooms and one optional side room, if they chose, to get to the end and seek out the treasure.

In this map, players said that there were just enough rooms for this introductory level, with one being an easy puzzle room and the other a standard lock. The darkened area peaked players’ curiosity to explore the optional room that had a hard lock on it. Players could choose to clear through the last room and then return to the optional room, or they could clear the optional room first.

Players also stated that there were too many enemies. In the first long corridor following the first room and leading up to the offshoot that led to the optional room, I placed three enemies, evenly spaced. These enemies followed the players if they got into their line of sight and would attack if they were within 3 spaces after passing them. Players could choose to defeat them before they followed them as well. However, my playtesters said there were too many in a tight space as it became a bit repetitive and tedious to constantly battle enemies one after another. Players also said the optional room was unnecessary, as it gave no significant reward to the player.

The Overall Map



On my next iteration of this map, I would definitely make a wider map, as mine was a very skinny winding corridor, with a few rooms thrown in, in the shape of a big question mark. This way, enemy fights would be less of a hassle and would be more fun. I would also reward the players for successfully completing both the first room and the optional room, so players would not feel like they wasted time unlocking a useless room and beating a useless boss. It was suggested I could give some kind of healing potion or power up, if I were to continue to make this map more complex.

The Optional Room

For this map, I give the players obstacles to make them utilize the mechanics of the game. The last room of the map has a standard lock on it, prompting players to have to unlock the door by rolling a 6 or higher. The optional room also had a lock on it, but this one was a strong lock and required players to roll a 10 or higher. Towards the end of the map, before the final room, there is a single square that has spikes on it. This is the only way players can get through to the other side, so they must jump or float across it. I also placed several enemies and two bosses throughout the map, so players must fight enemies in order to continue. In the area surrounding the path towards the final room and the optional room, players are prompted to use a light spell in order to see, which reveals the secret room. In the final room, when the boss is defeated, players are told they discover an injured animal (a dog in this case), whom they must heal in order to leave the dungeon. All these obstacles and story points make players use all mechanics of the game in order to complete the map and understand the mechanics. They were all very simple obstacles, and easily introduced the mechanics to the players.

Spikes and Final Room
The path to the end of the map was extremely straightforward and easy to follow. My map was a simple winding corridor with a short offshoot to the optional room should players choose to go that way. There were no dead ends or open areas to confuse players, so it was a good setup for first time players. The overall flow, however, was a little congested. Since the image I had in my mind was a question mark, the corridors tended to be a little skinny and ended up slowing the game down a little bit. These corridors were one of two circulation elements in my map, with a couple lobbies scattered throughout the board as well. 
Overall, I believe my DnD map was a successful introductory level. With a few changes, this level could be much more fun and get players excited to play more of the game.

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