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Experiences Re-Drawing Adventure Maps?
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<blockquote data-quote="cowpie" data-source="post: 8480103" data-attributes="member: 98840"><p>Your redraw looks pretty good, especially tidying up the zig-zagging corridors, while preserving the original design's exploration layout and access. You may want to include the east-west access corridor that includes rooms 14 & 15, to preserve another looping route to give the players more ways to get around the dungeon (ie: keep it Jacuayed per the original). I don't remember if there's anything in those rooms, but they might give the PCs another way to sneak around the complex, setup ambushes when assaulting the place, or use the rooms as a safe place to rest. You could just have them go due west from room 12, with 14-15 above room 13, connecting just south of room 16.</p><p></p><p>As a side note about these older modules' design philosophies:</p><p>Since 1st Edition included well defined exploration rules, progressing through dungeons was faster, so players could cover more ground per session than 5e. Typically, a travel turn was 10 minutes long. Players moved 60' (cautious) or 120' (normal) movement in a turn, without necessarily using a battle mat. The DM would just describe "you see a 60' corridor ahead, and 30' ahead there's a T-junction with a double doors bound in black iron facing you (etc)". Then they'd verbally describe their progression as the party moved along and approached landmarks. </p><p>Miniatures were only required for a marching order. The battle mat and miniatures would be used when an encounter occurred. Otherwise players could just describe what their PCs were doing in a room, making a sketch map, leaving the miniatures untouched in their current march order on the center of the table. </p><p>Some larger parties used a caller system, where the players would agree on a course of action, and have regular actions they would automatically take each turn. A dedicated party caller/spokesman directly interacted with the DM for routine party actions, with players interjecting if they didn't want their PC to go along with the caller's directions, or wanted to try a special action. Then, when complicated encounters occurred, the players would individually describe unique actions. Combat (especially initiative) was much faster, The caller system, fast exploration turn system, and fast combat really streamlined the game compared to 5e, which makes sense because 1st Ed was all about dungeon crawling and exploration. It had well defined game systems to support it.</p></blockquote><p></p>
[QUOTE="cowpie, post: 8480103, member: 98840"] Your redraw looks pretty good, especially tidying up the zig-zagging corridors, while preserving the original design's exploration layout and access. You may want to include the east-west access corridor that includes rooms 14 & 15, to preserve another looping route to give the players more ways to get around the dungeon (ie: keep it Jacuayed per the original). I don't remember if there's anything in those rooms, but they might give the PCs another way to sneak around the complex, setup ambushes when assaulting the place, or use the rooms as a safe place to rest. You could just have them go due west from room 12, with 14-15 above room 13, connecting just south of room 16. As a side note about these older modules' design philosophies: Since 1st Edition included well defined exploration rules, progressing through dungeons was faster, so players could cover more ground per session than 5e. Typically, a travel turn was 10 minutes long. Players moved 60' (cautious) or 120' (normal) movement in a turn, without necessarily using a battle mat. The DM would just describe "you see a 60' corridor ahead, and 30' ahead there's a T-junction with a double doors bound in black iron facing you (etc)". Then they'd verbally describe their progression as the party moved along and approached landmarks. Miniatures were only required for a marching order. The battle mat and miniatures would be used when an encounter occurred. Otherwise players could just describe what their PCs were doing in a room, making a sketch map, leaving the miniatures untouched in their current march order on the center of the table. Some larger parties used a caller system, where the players would agree on a course of action, and have regular actions they would automatically take each turn. A dedicated party caller/spokesman directly interacted with the DM for routine party actions, with players interjecting if they didn't want their PC to go along with the caller's directions, or wanted to try a special action. Then, when complicated encounters occurred, the players would individually describe unique actions. Combat (especially initiative) was much faster, The caller system, fast exploration turn system, and fast combat really streamlined the game compared to 5e, which makes sense because 1st Ed was all about dungeon crawling and exploration. It had well defined game systems to support it. [/QUOTE]
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