Simple DnD map v2

Feedback v2

Judith Lopez, Sep 18,2023


Minimally you must write about:

  • Who played your map (Player names and their chosen class)?
  • Chase: Ranger
  • Conner: Warrior

  • What went right?
  • gave off sewer vibe
  • more enemies
  • enough time
  • more character to the map
  • more texture to the map

  • What went wrong?
  • too long, map wise
  • two tile traps
  • pretty mazy
  • not enough enemies

  • Changes that you made from your first iteration.
  • make things more sense
  • throughout the game, have the boss cut you off
  • add more enemies
  • make sense to doors


Additional items to consider:

  • Were the challenges presented appropriate to the introductory/tutorial nature of the level?
  • I feel that there was more confidence into this gameplay than last time, there were more traps and a bit more life into the level. I feel it was a bit appropriate as a tutorial, given that there were traps that were east, some enemies along the way and the final boss.

  • Was the critical path obvious? (Did the players know where to go?)
  • The critical path wasn't that obvious, sense the layout was based off sewers which seem they are all over the place but connected. Which is what they players said, it gave off a sewer type vibe. Although, the paths were straightforward on where the players needed to go.

  • How was the overall flow?
  • I think the overall flow of the level was pretty good, I think the only issue was that there weren't enough enemies and over all the battles were kind of wonky on my part. It was easy for them to go around the map and explore to find items and loot.

  • Were there circulation elements?
  • There were circulation elements, especially in the center where they had to fight the boss in a big whorpool of water from where the boss came out of. Overall the whole map can be considered a circular map since you can go around the map multiple times.

  • Was it obvious where players were supposed to go?
  • Yes, most of the paths that they players wen on was pretty straight forward. Just enough time for it to end as time was running out. I do believe that I should make sense of the doors and along with key items to make more of the game level.

  • Were all rule mechanics taught to the players in an appropriate way?
  • Yes, all the echanics were taught to the players appropriately. It was a bit confusing at first on how to use the escape and keeping track of that but overall, we all got the hang of it. The main rules helped a lot to get a grasp of things on how to play with Roll20. there were some minor technical difficulties with almost all off ours but ended just working our way around it.

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