Feb 13, 2018

Simple DnD Map Feedback


The first assignment that was given to our level design class turned out to be a quick and easy task. My knowledge of tabletop game mechanics and the relevant design theories of an interesting level is limited. I had gained some understanding through osmosis, as many forms of media make reference to or outright borrow mechanics.

For my scenario, the main objective is to reach the end of the dungeon within a certain amount of turns. In the final room is a magic nuclear device that is counting down to detonation, and your group needs to get there before it does. Along the way are a series of traps and encounters, which include a secret path through the dungeon, a trap-laden passage, a health-restoring barbecue, and the boss that must be defeated to find the nuke.

Out of two playtesters, both found the scenario I had created to be enjoyable. The first attempt ended with defeat at the boss of the dungeon, although it was more due to my misunderstanding as to how the boss is played and how damage works. A second attempt was met with victory on the last turn before the nuke blew up.

Most of what went wrong was related to my lack of understanding. All of the encounters and traps consist of a dice roll that doesn't take into account a player's skills. The boss also has what some would consider to be an unwelcome amount of defense, taking much too long to beat. Another problem is the magic nuke, which can be failed though chance as well, possibly upsetting the player through no fault of their own.

As the level proceeds, the encounters provide adequate mechanisms for showing the player how the game functions. The player comes across a variety of encounters that work to get them used to rolling dice and making movement decisions.

Because of how this is intended to be the first level, the challenge is limited to avoiding spike traps and fighting the boss, and then defusing the bomb. I wouldn't expect many players to find it particularly unfair, as the countdown timer can be modified to give additional turns. The level leaves very little to discover other than a few paths that lead directly to the boss encounter, and then the final room. In a way, the level could end up being too simple if the player manages to open the shortcut at the beginning.

In the future, revisions to my level would focus on allowing the player to adequately tackle challenges using their set skills instead of it being all luck-based. That would allow for a greater sense of agency, enhancing flow and enjoyment of the player.