Dungeon 112: Map problems

I have to agree with you, MerricB. This is a great adventure spoiled by almost unusable maps but it doesn't have to be like that. Look at any of the maps that Ed Bourelle does: they look great AND you can use them. I reckon Dungeon is starting to head down the right path with adventure content but it still has some way to go before it gets a 100% score.
 
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cildarith said:
The maps in Dungeon just plain suck. Period. They are completely useless.

But those maps are pretty.

Here are some issues that I am currently having trouble with:
* Yes the grid is too small.
* There is no indication of the SCALE on any of the maps. I had to look in my autographed WG5 copy (thanks Gary) to see what the scale was.
* The dungeon maps have no "north" direction marker (whatever that's called)
* A map of immediate surrounding area may have been cool..how about a map of the ruined upper levels..how about info on the above-ground levels shown in the artwork? The regional map is nice for people who don't know where it's at..a given to be sure, but 'where do we park our horses?' is a common player question too :)

As for the remainder of the scenario, here are my random and somewhat unforgiving thoughts (because I had to read this beast in order to run it :)
:

0. Shouldn't TYRG's get more than one attack?
1. There were 4 people who worked on this scenario, all thankfully knowledgeable about the world ;)
2. The final level has virtually no relation to the rest of the scenario
3. For having been ransacked and overrun by Mordy and his bunch, there sure a lot of the same monsters in the exact same areas...
4. The adventure hooks have no interesting follow-up material. (Where are Kerfanes notes anyway?)
5. The addition of the mention of the 'elder gods' and the god "y" are intriguing but give us nothing to go on that could have been more useful
6. Encounter #9 has one of my pet peeves in the read-aloud (aka boxed text). "As you examine it.." Dungeon has become very good at not leading PC's by the nose (i.e. writing the text in 3rd person), but this is evidently just a missed editing error.
7. Theres a TON of background material that never gets explained to the PC's. This is also then known as fluff. If it's never revealed, don't put it in the scenario. If it is to be revealed, for the sake of the Goddess, put it in some books in the "library," have the NPC spout it, or something.
8. It's a dungeon crawl no matter how you spank it.
9. Shouldn't the IRON GOLEM have the abilities defined from the Monster Manual? There's a large chunk of info missing here.
10. The "tidbits" of the Lost City of the Elders are no more useful now than they were in the original scenario because there is so little to go on to add any kind of flavor at all. Those are 5 common words. Had there been a wierd name in there it would have been more interesting.
11. Kerzit's fane remains a nightmare for the Dm to have to map (since the original adventure) and it is expected that any DM will waste an immense amount of time scribbling and erasing. No, the ambiguuity isn't fun anymore and it doesn't add to the 'sense of adventure' by having PITA maps :)
12. The Purple Turd is definately better handled this time around.
13. The Wandering Monster charts are WELL-DONE. They give the source area as well as the EL. This is a simple, but effective touch.
14. Torakian is a lame write-up. A Bard? Bards are support characters, not 'opponents.' I can see this meaningless combat lasting all of about 1 minute. There's no other evidence that he's there for anything useful except for a place that bards can pick up some stuff. Other writers have attempted the "let's get the gnolls to gang up on the bad guys" theme before..and failed. It's not effective in a work this 'contained.'
15. The artwork is good.
16. There is a regular lack of "tactics" by the monsters and NPC opponents, while a lot of FLUFF is devoted to detailing the background of these NPC's (that the PC's will never hear about..or care to hear about). Shryg, for example, resurrected Eli. Nuff said! Instead, there's 4 paragraphs devoted to her background. She's going to die all the same (as my players would say).
17. They use the Fiend Folio, BoVD, and some others. Bravo! We get to use the 'other' books we purchased.
18. THE MAPS, OH THE MAPS! No scale, no direction, inconveniently located. Next time, put the maps in an APPENDIX in the back for easier reference. There was one thing that impressed me however. Finished walls have a 'boxed' look to the outline, while cave walls do not. Nice touch.
19. The Statuary level was interesting from a high-level standpoint.
20. Ely's artwok of him sundering is really cool. I wonder if he'll bother to stop and try to sunder a PC's weapon or if he'll spend the same amount of time to waste them with some damage.


jh



..
 
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Merric,

I'm putting together the letters column regarding issue #112 right now. Mind if I cut and paste your post for an official response in the magazine?

Oh, and anyone who wants to see their name in print should send comments on #112 to dungeon@paizo.com. For an issue that got so much discussion online, we've received remarkably few emails about it.

The upshot of my response will be that I don't think pretty, color maps and utility are mutually exclusive. I think the Maure Castle maps would be better if they were built on a grid, rather than having the grid laid on top of it. Chris West builds maps this way, and I think he does a really fantastic job. I also think Rob Lazzaretti does a fantastic job, but in this case I think the grid criticisms are valid.

I also concede that the Maure Castle maps would probably look nicer with 10-foot grids. It would certainly make the huge rooms easier to gauge in an instant (but then, I prefer hexes on my world maps for the exact same reason).

--Erik Mona
Editor-in-Chief
Dungeon
 

Jay, thanks for the thorough once-over. I'll respond to some of the points raised below:

>>>
0. Shouldn't TYRG's get more than one attack?
>>>

Not necessarily. For starters, the original WG5 version only had one attack. They attack with their bite. If you want to give them claw attacks, that shouldn't be too difficult. We made the call to stay true to the original creature and focus on the bite.

>>>
2. The final level has virtually no relation to the rest of the scenario
>>>

That was intentional. The final level is really a bridge to a larger "Maure Castle" campaign rather than an endcap to a self-contained story. This is discussed in some detail on page 71.

>>>
3. For having been ransacked and overrun by Mordy and his bunch, there sure a lot of the same monsters in the exact same areas...
>>>

Well, it's not strictly a "return to" adventure, although there are elements that point that direction in the new background material. It is, essentially, intended as a "first run" through the dungeon (at least for the PCs in question), and is an homage to the original adventure by Gary Gygax and Rob Kuntz. As such, a lot of stuff has remained the same.

>>>
4. The adventure hooks have no interesting follow-up material. (Where are Kerfanes notes anyway?)
>>>

They're long gone, having been looted well before the PCs arrive. However, the hunt for them is likely to turn up the hollow bedpost in area 17, which leads to an adventure in the City of Greyhawk that just might include recovery of the journals. Had we more time, I would have made that more explicit.

I think the "Into the Shadow Vault" hook (p. 14) is followed up nicely in areas 15 and 50.

>>>
5. The addition of the mention of the 'elder gods' and the god "y" are intriguing but give us nothing to go on that could have been more useful
>>>

If you think "Y" gives you nothing to go on, I suggest you haven't read the adventure carefully enough. :) Y, quite plainly, is Yeenoghu, who is mentioned extensively throughout the adventure. The Elder Gods are more of a throw-away for future development.

>>>
6. Encounter #9 has one of my pet peeves in the read-aloud (aka boxed text). "As you examine it.." Dungeon has become very good at not leading PC's by the nose (i.e. writing the text in 3rd person), but this is evidently just a missed editing error.
>>>

We probably should have used "see" or "glimpse" instead of "examine." The intent is that you can see the color changes without taking any overt action.

>>>
7. Theres a TON of background material that never gets explained to the PC's. This is also then known as fluff. If it's never revealed, don't put it in the scenario. If it is to be revealed, for the sake of the Goddess, put it in some books in the "library," have the NPC spout it, or something.
>>>

Some of this stuff is to make the DM's job of reading a 97-page adventure more interesting. Other bits are to fill in holes that can help the DM answer divination spells and extrapolate background when asked questions by the players. A "fluffless" dungeon is often a dry, dull read. I'd be interested in specific examples where you thought the background went over the line.

>>>
8. It's a dungeon crawl no matter how you spank it.
>>>

Hell yeah. As a celebration of classic first edition style, I wouldn't have had it any other way.

>>>
9. Shouldn't the IRON GOLEM have the abilities defined from the Monster Manual? There's a large chunk of info missing here.
>>>

Actually, it's a unique creature with unique resistences and abilities. Perhaps not the strictly "by the book" way things work in 3.5, but this is exactly the kind of thing that didn't really matter in first edition, and yet somehow we all had fun anyway. :)

>>>
10. The "tidbits" of the Lost City of the Elders are no more useful now than they were in the original scenario because there is so little to go on to add any kind of flavor at all. Those are 5 common words. Had there been a wierd name in there it would have been more interesting.
>>>

C'mon, now. We'll get to the Lost City of the Elders eventually. Must everything be explained in full detail? It's a mysterious demiplane. Unless the PCs go there, more details than that simply aren't relevant.

>>>
14. Torakian is a lame write-up. A Bard? Bards are support characters, not 'opponents.' I can see this meaningless combat lasting all of about 1 minute. There's no other evidence that he's there for anything useful except for a place that bards can pick up some stuff. Other writers have attempted the "let's get the gnolls to gang up on the bad guys" theme before..and failed. It's not effective in a work this 'contained.'
>>>

That strikes me as an unusually harsh and nitpicky criticism. Sorry you don't like bards.

>>>
16. There is a regular lack of "tactics" by the monsters and NPC opponents, while a lot of FLUFF is devoted to detailing the background of these NPC's (that the PC's will never hear about..or care to hear about). Shryg, for example, resurrected Eli. Nuff said! Instead, there's 4 paragraphs devoted to her background. She's going to die all the same (as my players would say).
>>>

What if she's captured? Tortured for information? The tactics, in so many cases, are "they attack until the party is dead." We ended up with far more adventure than pages in the end, and cut a lot of the tactics sections to make the whole thing fit. It's unfortunate, but I'd rather cut tactics than something that lights the fires of imagination.

>>>
18. THE MAPS, OH THE MAPS! No scale, no direction, inconveniently located. Next time, put the maps in an APPENDIX in the back for easier reference.
>>>

I would have preferred that, but the ad count in the issue and the requirements of where those ads needed to be placed ended up doing some unfortunate things to the pagination. I'm not satisfied with putting Downer where we had to put it, but sometimes you have to make aesthetic sacrifices to push a magazine out in the short period of time we have to work on it.

The top of the magazine is "north," by the way. At least we didn't completely flip one of the maps like they did in the original module. :)

>>>
20. Ely's artwok of him sundering is really cool. I wonder if he'll bother to stop and try to sunder a PC's weapon or if he'll spend the same amount of time to waste them with some damage.
>>>

I suppose that's up to the DM! :)

These are insightful comments, Jay. I hope I've shed some light on the thinking behind some of the issues you raised. I didn't cut and paste the compliments, which are much appreciated.

Thanks!

--Erik Mona
Editor-in-Chief
Dungeon
 
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Erik Mona said:
>>>
7. Theres a TON of background material that never gets explained to the PC's. This is also then known as fluff. If it's never revealed, don't put it in the scenario. If it is to be revealed, for the sake of the Goddess, put it in some books in the "library," have the NPC spout it, or something.
>>>

Some of this stuff is to make the DM's job of reading a 97-page adventure more interesting. Other bits are to fill in holes that can help the DM answer divination spells and extrapolate background when asked questions by the players. A "fluffless" dungeon is often a dry, dull read. I'd be interested in specific examples where you thought the background went over the line.

Praise be to you, Erik.

One of the defining characteristics of previous editions (though, to me, this was a 2E highlight more than anything else) was that in the dichotomy of "interesting vs. useful", they tended to favor the former. It's because of that that we had products that did things like detail the gods of leprechauns and giant eagles. Sure those would probably never come up except peripherally, but they seriously gave the D&D universe depth and feeling. With 3E's focus on what's useful, we now have a lot of bits and pieces that might as well say "campaign world: some assembly required".

Maure Castle was interesting because it presented interesting background that didn't immediately impact the adventure. I liked it that we kept hearing about Malcanthet, despite her never appearing. I enjoyed knowing the backstory about the gnoll priestess. Things like that are, to me, what make a winning adventure.

We'll get to the Lost City of the Elders eventually.

Booyeah! :D
 
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Erik Mona said:
Merric,

I'm putting together the letters column regarding issue #112 right now. Mind if I cut and paste your post for an official response in the magazine?

Not at all, Erik. Go ahead. :)

Incidentally, I really applaud what you're doing with Dungeon Magazine. I love the magazine - it's just there has been a style of map-making recently (also at Wizards) that has been quite irritating.

Oh, if you do print the (edited) post, sign it "Merric Blackman"

Cheers!
 

The Fox News of D&D

Wow!

Im impressed. I thought, after reading the mail about Darksun in the Mags that Paizo had become the Fox News of the D&D scene. Its good to see you taking crits on your material.

Keep up the hard work and remember ENworlds a great resource for constructive crits and listening to the people here can only improve your products.
 

Krail Stromquism said:
Wow!

Im impressed. I thought, after reading the mail about Darksun in the Mags that Paizo had become the Fox News of the D&D scene. Its good to see you taking crits on your material.

What is that supposed to mean?
 

MerricB said:
As a work of art, the Dungeon maps look pretty good. Unfortunately, we're playing D&D, not admiring pretty maps. Please, can we return to the days of functional maps that help the DM easily describe what the PCs are encountering?

I agree. I posted a mini-rant about adventure maps on my website awhile back. My main points were:

  • Make it monochrome (B&W is good) so I can photocopy it for easy mark-up.
  • Give me a square grid so I can easily and quickly draw it out on a battlemat or use it with MasterMaze pieces during the game.
  • Use standard map symbols so I can tell what things are at a glance.
  • If you don't need to, don't make rooms, corridors, etc. odd lengths. Does that room really have to be 22' long by 13' wide? 20x15 or 20x10 or whatever works out much easier on a grid system, which d20 encourages, and if it has no impact on the adventure or "realism", the players aren't going to care.

I prefer 3.5 to previous editions, and I enjoy Dungeon, but the maps from the 1E modules were a lot more utilitarian. Early issues of Dungeon, too, for that matter.
 

MythosaAkira said:
I prefer 3.5 to previous editions, and I enjoy Dungeon, but the maps from the 1E modules were a lot more utilitarian. Early issues of Dungeon, too, for that matter.

Actually, there have been some pretty good maps in recent issues of Dungeon as well - but there are some rather glaring exceptions.

Cheers!
 

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