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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