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What makes a good map good?
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<blockquote data-quote="Shiroiken" data-source="post: 7960536" data-attributes="member: 6775477"><p>It really depends on what you're going for. IMO, functionality is the primary requirement: you should be able to glance at a section of map and easily match it up with the description on your map key. Any notable features should be easy to spot (ideally this includes furniture, but realistically this usually isn't feasible). Also, if designing a map for a product, provide a player map that lacks the hidden DM information in case the DM wants to put it up on a VTT. </p><p></p><p>The next thing I find important is ecology: why and how creatures exist in the area/dungeon. This means food and water sources need to exist somewhere, even if it's creatures preying on weaker creatures. If doors are a primary aspect, make sure there are ways that creatures can get around them, if they are physically unable to use them, otherwise there's no way they could survive.</p><p></p><p>The last important thing for me is for the game structure. Ideally you want multiple ways in/out, as well as meaningful choices the players can make. You might have a secret door that will cut off a dangerous section, but you should never require that the secret door is found to finish the adventure. Ideally you should have an idea of what the original function of the structure was, possibly giving clues in the description for the players.</p></blockquote><p></p>
[QUOTE="Shiroiken, post: 7960536, member: 6775477"] It really depends on what you're going for. IMO, functionality is the primary requirement: you should be able to glance at a section of map and easily match it up with the description on your map key. Any notable features should be easy to spot (ideally this includes furniture, but realistically this usually isn't feasible). Also, if designing a map for a product, provide a player map that lacks the hidden DM information in case the DM wants to put it up on a VTT. The next thing I find important is ecology: why and how creatures exist in the area/dungeon. This means food and water sources need to exist somewhere, even if it's creatures preying on weaker creatures. If doors are a primary aspect, make sure there are ways that creatures can get around them, if they are physically unable to use them, otherwise there's no way they could survive. The last important thing for me is for the game structure. Ideally you want multiple ways in/out, as well as meaningful choices the players can make. You might have a secret door that will cut off a dangerous section, but you should never require that the secret door is found to finish the adventure. Ideally you should have an idea of what the original function of the structure was, possibly giving clues in the description for the players. [/QUOTE]
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