Though nicely drawn and quite creative (I particularly like the crooked bridge across the big hole) it is very linear and I said so. I then had to explain how there was no real choice about where to go. She went back to the drawing board and produced this:
While there are certainly more choices than her first attempt (and even a false door!), this is still a rather linear dungeon level. Once entered, there is really only one direction to go and most of the choices made by adventurers are false ones — they lead to a bunch of dead ends and they are therefore still forced in one direction.
It was at this point that my daughter made her cute face and asked if I could pretty please use her map and make it all pretty in the computer — something that I could not say no to; however, I insisted that we make a few minor changes into order to make the dungeon level less linear and the choices made by adventurers meaningful.
Here is the result:
Besides the obvious graphic enhancements, we also made the following changes:
- The former entrance is now a stair leading to a lower level.
- The new entrance is a stair leading to a room with two doors that lead to two distinct sections of the level.
- Each of the dead ends now have teleporter squares which will take adventurers to other levels.
- The hole over which the crooked bridge crosses is now a huge pit which connects to other levels.
The result is a small dungeon level that I would be excited to add to one of my dungeons — it has the potential to offer all kinds of adventuring goodness because it allows player choice and each choice has real meaning.