![]() ![]() Generally, branching, complex maps offer many possibilities for decision making, but overly complicated maps do not: they just cause frustration. However, by making a dungeon where the players can choose to avoid or meet obstacles, take or avoid risks by visiting/not visiting “deeper levels”, explore side branches or concentrate on reaching an objective, etc., player decision making becomes a more interesting and meaningful challenge. Naturally, many individual decisions are based on a “golden rule” such as left-hand-on-the-wall or random chance, especially when there is no way of knowing what the decision “means” that is, what its likely outcome in one case or the other may be. Player decision making from the operative to the tactical and strategic level involves dealing with obstacles, negotiating hostile territory and ensuring the success of an entire expedition. If encounters are presented one after another, there is no challenge and no accomplishment in this respect. There can be no real exploration if the dungeon isn't large enough or complex enough to allow failure, as in certain areas being missed. However, for all this to feel like an accomplishment, there has to be a meaningful effort on the part of the players and a challenge on part of the DM. To find a lower level, a section the PCs have never been to, or simply some entertaining and imaginative room, is one of the great joys of dungeoneering. What makes a map good or bad? Fundamentally, a good map should enhance the factors which make dungeon crawling enthralling: for instance, exploration, player decision making, uncovering hidden areas and secrets, as well as maintaining the pace of action.Įxploration entails discovering previously unknown territory. In this thread, I don't wish to discuss the latter aspect, only mapping and how it can contribute to enjoyable play. It must be stressed that this is obviously only half the battle - without imaginative content, all the effort is for naught while a dungeon whose map is poorly designed may be saved by well thought out encounters. In my opinion, designing a good dungeon also involves creating a good map. It was originally posted to ENWorld as "Dungeon layout, map flow and old school game design", then to a Dragonsfoot Forums thread entitled "Megadungeon Mapping". ![]() This is a discussion of dungeon mapping by the Dragonsfoot/ENWorld poster "Melan". ![]()
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