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General Tabletop Discussion
*TTRPGs General
Dungeon layout, map flow and old school game design
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<blockquote data-quote="Kwalish Kid" data-source="post: 4560275" data-attributes="member: 446"><p>While I like the idea of this essay, I have a problem with the author's rather short dismissal of <strong>The Lost Tomb of Martek</strong>.</p><p></p><p>In the Lost tomb of Martek, there are a number of sections that must be completed. Thus it could be argued that these are not true branches, but rather a line with an optional order.</p><p></p><p>However, if one actually takes the time to investigate these sections, one finds in many cases the chance for a significant amount of sidetracks, branching, and circular routes.</p><p></p><p>We begin with the Desert Wilderness map. This map has a definite end point, but clearly has a number of significant side branches. Important locations are those with cloudskates, those with the oracles, and the cursed city. None of these are necessary for success, but they do offer particular successes and challenges that can aid or detract from the adventure.</p><p></p><p>In the next section, the Garden, there are a number of absolutely optional locations. The PCs can wander for a limited amount of time (and the DM has a number of options to move the action along to the next section). This section has thus has a number of branches.</p><p></p><p>The Crystal Prism is clearly its own, specific challenge, as is the Black Abyss and the Al-Alisk Desert.</p><p></p><p>The Mobius Tower, however, has a number of possible branches. The PCs have a number of areas they need not explore and a number of treasures revealed only through careful search. (Certain scenarios can lead to a difficult situation for the DM, and she or he has to figure out the behaviour of a number of NPCs that would otherwise not have any role at all, other than furniture.)</p><p></p><p>Even the last section has some payoff for branching investigation, though it is obviously limited.</p></blockquote><p></p>
[QUOTE="Kwalish Kid, post: 4560275, member: 446"] While I like the idea of this essay, I have a problem with the author's rather short dismissal of [B]The Lost Tomb of Martek[/B]. In the Lost tomb of Martek, there are a number of sections that must be completed. Thus it could be argued that these are not true branches, but rather a line with an optional order. However, if one actually takes the time to investigate these sections, one finds in many cases the chance for a significant amount of sidetracks, branching, and circular routes. We begin with the Desert Wilderness map. This map has a definite end point, but clearly has a number of significant side branches. Important locations are those with cloudskates, those with the oracles, and the cursed city. None of these are necessary for success, but they do offer particular successes and challenges that can aid or detract from the adventure. In the next section, the Garden, there are a number of absolutely optional locations. The PCs can wander for a limited amount of time (and the DM has a number of options to move the action along to the next section). This section has thus has a number of branches. The Crystal Prism is clearly its own, specific challenge, as is the Black Abyss and the Al-Alisk Desert. The Mobius Tower, however, has a number of possible branches. The PCs have a number of areas they need not explore and a number of treasures revealed only through careful search. (Certain scenarios can lead to a difficult situation for the DM, and she or he has to figure out the behaviour of a number of NPCs that would otherwise not have any role at all, other than furniture.) Even the last section has some payoff for branching investigation, though it is obviously limited. [/QUOTE]
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