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  1. #1
    Guild Artisan damonjynx's Avatar
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    Apologies, I haven't read the whole thread. This is looking good Xcali. Re power levels of creatures and such, don't worry about it, let the GM's who run the adventure sort that out. I would just provide descriptions and a difficulty grade, like easy, moderate, hard or very hard. Whilst games like D&D and its derivatives are very popular there are other systems that have strong followings that don't use levels, particularly D100 games like Runequest and it's many flavours for example. If your intent is to aim the map pack specifically at the D&D market, i.e. sell it on the DM's Guild rather then the generic Drivethru RPG site, then I would strongly suggest you do some homework and properly write up the monsters. This will entail making sections of your dungeon 'level' specific. If the PC's wander into an area to high above their current level as Adfor says, they can runaway and come back when they're ready or they can stay, fight and most likely die a horribly painful death
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    Guild Expert Facebook Connected XCali's Avatar
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    Quote Originally Posted by damonjynx View Post
    Apologies, I haven't read the whole thread. This is looking good Xcali. Re power levels of creatures and such, don't worry about it, let the GM's who run the adventure sort that out. I would just provide descriptions and a difficulty grade, like easy, moderate, hard or very hard. Whilst games like D&D and its derivatives are very popular there are other systems that have strong followings that don't use levels, particularly D100 games like Runequest and it's many flavours for example. If your intent is to aim the map pack specifically at the D&D market, i.e. sell it on the DM's Guild rather then the generic Drivethru RPG site, then I would strongly suggest you do some homework and properly write up the monsters. This will entail making sections of your dungeon 'level' specific. If the PC's wander into an area to high above their current level as Adfor says, they can runaway and come back when they're ready or they can stay, fight and most likely die a horribly painful death
    Thank you for this, really.

    It further specified something I was intending from the start. To make this pack more Rule neutral, something an adventure could be had at. So, DrivethruRPG is better for that, I take.

    Now, I am going for that, so you suggest I add a supplement to the pack that would explain the Difficulty grade rather than level, which is a good idea. Still, I don't exactly know what do I need to make sure in this compilation of maps to cover all bases for an extended adventure.
    From my, albeit brief, experience in actually playing a TTRPG, I did realise there need to be spaced out zones that the party could take a breather, do you agree with this? If so, then should I add that to the difficulty grade supplement, labelling certain areas as safe and others then with the difficulty curve?

    This is a completely side note, but I do wish to hear some feedback on it.
    I REALLY wish to add trees that glow under starlight into some of these maps, and I'm busy figuring out how to do it exactly. Is it something you would wish to see? And that said, would you think adding night versions of my maps be useful to DMs/GMs running their games? (Super thank you in advance. P.S. Anyone can give advice on this.)

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