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What makes a good map good?
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<blockquote data-quote="reltastic" data-source="post: 7959821" data-attributes="member: 7022499"><p>The most recent dungeon I designed is a very simple one. It's part of a series of vaults, designed by your typical mad wizard and full of crazy magic puzzles to solve. All of that is fine, but the main thing for me, which has already been mentioned above, is the non linear nature of it.</p><p></p><p>It's one long hallway with a door at the end, and two doors on either side. The hallway itself has a puzzle to figure out, and then the four doors each have one behind them, which can be done in any order. Or not at all.</p><p></p><p>But behind the door at the end is another room, with four big threats (in this case fire elementals) that are each powerful in their own right. Fighting all four would be a deadly encounter. But for each puzzle they solve on the way they get to remove an elemental from the final room. Meaning it could be anything from a near-certain tpk to literally no challenge at all, save jumping over a small (5 ft) chasm.</p><p></p><p>I want it to be fun, simple, easy to run, and easy for the players to keep track of everything. It can all fit on a single chessex megamat, so they can see everything at once, and the layout has a sort of weird sense to it, even if the puzzles themselves don't.</p></blockquote><p></p>
[QUOTE="reltastic, post: 7959821, member: 7022499"] The most recent dungeon I designed is a very simple one. It's part of a series of vaults, designed by your typical mad wizard and full of crazy magic puzzles to solve. All of that is fine, but the main thing for me, which has already been mentioned above, is the non linear nature of it. It's one long hallway with a door at the end, and two doors on either side. The hallway itself has a puzzle to figure out, and then the four doors each have one behind them, which can be done in any order. Or not at all. But behind the door at the end is another room, with four big threats (in this case fire elementals) that are each powerful in their own right. Fighting all four would be a deadly encounter. But for each puzzle they solve on the way they get to remove an elemental from the final room. Meaning it could be anything from a near-certain tpk to literally no challenge at all, save jumping over a small (5 ft) chasm. I want it to be fun, simple, easy to run, and easy for the players to keep track of everything. It can all fit on a single chessex megamat, so they can see everything at once, and the layout has a sort of weird sense to it, even if the puzzles themselves don't. [/QUOTE]
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