Sunday, February 17, 2019

Simple DnD Map Version 2 Feedback

Simple DnD Map Version 2
What went right?
Things went smoother this time since I have a "script" or something to fall back on and I was more keen on what I was supposed to do. I also added a "grid" to my map, though it doesn't really change the gameplay. Again, my map's overall layout was simple, there were not many turns or twist. The core path was linear, only diverting for side rooms that weren't part of the main path. Players start off in the Tomb of the Dead. Just a starting area for the players to get their bearings and try out different actions like perception and interacting with the door which opens to the Hall of Reeds. There were three weak skeleton enemies for the players to fight as a tutorial enemy. They have fairly weak stats. All with 1 point in attack and 2 in defense. Each skeleton has 5 health. The players had no trouble defeating them. The boss was a bit harder. This boss could hit both players. It's stats were 3 attack and 2 defense with 10 health. One of the players died but the other managed to kill the boss. It's still a bit strong but at the same time, both players lasted a fairly good length of time. It could have been because of luck and rolls. The length of the map was good, the players finished around 18 minutes. 

What went wrong?
Nothing went wrong in my opinion. Maybe I should have weakened the boss but that defeats the point of a boss. I could have added more interactivity to the map but there wasn't much to do for the first set of rules. 



How might you improve your map next time?
I could add more interactivity to the map, let the players explore more. Maybe even add lore and backstory? 

Were the challenges presented appropriate to the introductory/tutorial nature of the level?
More or less, the same as the last playtest. I tweaked the monsters to be a bit weaker but the results and gameplay felt the same. Mainly because the dice rolls and luck plays a large factor in these things. 

Was it obvious where players we supposed to go?
Yep, the map is linear and the only thing that diverted the players from the main path would be the side rooms but those are optional. Players do not need to go to those rooms to complete the map. The map is one long path comprised of three sections. One is the spawn room where the players start in, it's empty and used for the purpose of letting the players figure out basic motor controls such as movement and observation. The second room is for tutorial combat, it's a long hallway so the players with range ability and players with melee only could test out their attacks depending on their location. Though I doubt it really helps because both the enemies and players can move and then attack. If anything a ranger could snipe the first enemy to engage in combat.  

How was the overall flow?
Since our group was the same group from the last/first playtest, we already knew what to expect. Perhaps that why there wasn't much feedback that was effective. However, it's nice to see the improvements everyone has made and because it's the same group we can tell what kind of changes were made to the maps and what improvements there are. Everything went smoothier this time so we finished fairly early. 


No comments:

Post a Comment