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4th ed's adventure layout: best thing it has brought to D&D?
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<blockquote data-quote="Hussar" data-source="post: 4753977" data-attributes="member: 22779"><p>One thing I loved in the World's Largest Dungeon, was the room effects. They had about 30 or so standardized effects that would appear in various rooms. Since the effects were standardized, it saved so much space while keeping lots of flavor. I think just numbered the effects and stuck them on my DM's Master Maps, with a key at the bottom of the maps. I might not know the exact effect in a given room (some had variables, such as scaling save DC's or whatnot) but, at least I could look at the map and know that there was SOMETHING I had to pay attention to.</p><p></p><p>And, to add to Beginning of the End's very excellent list:</p><p></p><p>8. Give me more than one main map. I want a DM's map that lists the inhabitants at a "rest" state and an "alert" state - if you have the baddies moving around when the Gong gets hit by the kobold, then give me another maps that SHOWS me where everyone goes. Heck, give me a third map of "In the middle of rushing around to our posts because the bleeding gong went off while I was in the crapper!" </p><p></p><p>9. If there are ongoing area effects, show them on the maps. If the five rooms in the northwest are the Troglodyte lair, change the color of those rooms to show that they are stinky. If the floors are unstable, show that on the map graphically. </p><p></p><p>10. SHOW WHICH WAY THE DOORS OPEN. And, show me which doors are open or closed normally. AND BLOODY WELL MARK THE LOCKED DOORS.</p><p></p><p>11. Add a line or two about what someone might hear while listening at the door. Maybe not necessary if you mark the baddies that are in a given room, but, it never hurts.</p><p></p><p>In other words, I want my DM's map to be fugly. I want it to cram as much information on there as possible while still being legible. I do not want pretty DM's maps that are nice to look at but are just pretty pictures.</p></blockquote><p></p>
[QUOTE="Hussar, post: 4753977, member: 22779"] One thing I loved in the World's Largest Dungeon, was the room effects. They had about 30 or so standardized effects that would appear in various rooms. Since the effects were standardized, it saved so much space while keeping lots of flavor. I think just numbered the effects and stuck them on my DM's Master Maps, with a key at the bottom of the maps. I might not know the exact effect in a given room (some had variables, such as scaling save DC's or whatnot) but, at least I could look at the map and know that there was SOMETHING I had to pay attention to. And, to add to Beginning of the End's very excellent list: 8. Give me more than one main map. I want a DM's map that lists the inhabitants at a "rest" state and an "alert" state - if you have the baddies moving around when the Gong gets hit by the kobold, then give me another maps that SHOWS me where everyone goes. Heck, give me a third map of "In the middle of rushing around to our posts because the bleeding gong went off while I was in the crapper!" 9. If there are ongoing area effects, show them on the maps. If the five rooms in the northwest are the Troglodyte lair, change the color of those rooms to show that they are stinky. If the floors are unstable, show that on the map graphically. 10. SHOW WHICH WAY THE DOORS OPEN. And, show me which doors are open or closed normally. AND BLOODY WELL MARK THE LOCKED DOORS. 11. Add a line or two about what someone might hear while listening at the door. Maybe not necessary if you mark the baddies that are in a given room, but, it never hurts. In other words, I want my DM's map to be fugly. I want it to cram as much information on there as possible while still being legible. I do not want pretty DM's maps that are nice to look at but are just pretty pictures. [/QUOTE]
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4th ed's adventure layout: best thing it has brought to D&D?
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