DnD Basic Map V.2 Level Design and Feedback

What went right the 3rd time?

  • This play through allowed more room for creativity and items that were completely up to the creator of the board. Making relevant items for the setting impacts play tester enjoyment because they feel like everything can be used on their journey.
  • Created a surrounding that is fun to explore and rewarding with the item drops. Every room has either an enemy or an item, sometimes you can get tricked and enemies fly down behind you. Critical path was obvious, it was a funnel.
  • The key mechanic worked very well, grabbing keys for certain floors was very useful and was well received. Having items specific to the floor worked very well.
  • Enemy health was a challenge and an easy adventure to proceed through. Of course You have some lucky roles with critical strikes happening every now and then. 
  • The jail was a good layout to have the players explore every room. A mystery castle with new experiences in every room leaves some tension and excitement because you don't know if you're gonna be rewarded or fought.

What went wrong the 3rd time?
  • Unfortunately I was under the impression that the stats of the HP and Attack of each character was up to the dungeon master so I started with the characters picking up items as the game went on to increase their specific stats. I started with 10 health, 1 attack, and 1 defense.
  • The amount of time we are given to complete such a large map is too little. 30 minutes go by and they were barely passed the bottom floor. The mix of 3 people to a group, the jail setting, and the items ran the clock down the whole time.
  • Maybe next time the amount of rooms can be lessened for sake of time. A jail was not the best surrounding because you need multiple rooms to put the player in the mindset. The flow of the level was interrupted every couple of rounds because of the enemies.
  • Need better game pieces. Currently using pieces of paper with marker on them. 
  • Circulation was a little problem. The play testers took unorthodox routes and it made me worried a little.

What is to be improved?
  • Next play through the map can be more experimental and have the items match the stats I'm trying to play with.
  • The enemies spawns. The battles feel very slow and drawn out. The general feel of this map can be a little more well thought out. 
  • The amount of time we get to enjoy and play these maps is too little and I would want extra time or fewer players per team.
  • I need a better lore to get players in the mindset of the setting but I've never really played DnD before so it could be a little rough but I like making stories so maybe it won't be that much harder.
  • Flow of the level possibly. 


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