tag:blogger.com,1999:blog-4262611208488695420.post1502089619362474022..comments2023-06-14T08:09:00.504-04:00Comments on Fourthcore Team Deathmatch: Deathmatch Design: Terrain Power ComplexityRosshttp://www.blogger.com/profile/08107736691449509380noreply@blogger.comBlogger2125tag:blogger.com,1999:blog-4262611208488695420.post-25500464401233568232012-01-10T17:09:50.216-05:002012-01-10T17:09:50.216-05:00I'd agree with this. With a map as complicate...I'd agree with this. With a map as complicated as E6M1, it's not too bad running via PbP, but in an actual tournament it would be exceptionally difficult to run (which is why there will be some edits incoming for that map).<br /><br />The Map needs to feel like a misstep could kill the PCs, but the PCs shouldn't need to feel that the map is trying to kill them. <br /><br />I'd also agree with the comment about rolling for terrain powers. I would argue that a good map shouldn't require any rolling on the part of the DM (except, possibly, on the DM's turn for certain random effects). Naturally, there will be some exceptions, but players are out to kill each other, not killed by the DM.Jon Greenhttps://www.blogger.com/profile/08380711697748427514noreply@blogger.comtag:blogger.com,1999:blog-4262611208488695420.post-61944892871939332132012-01-10T16:50:10.535-05:002012-01-10T16:50:10.535-05:00It is such a hard balance; as a designer I want to...It is such a hard balance; as a designer I want to go absolutely bonkers with crazy effects that stretch the limit, but as experience is teaching us, keeping things simple keeps the pace rolling and the excitment high.<br /><br />I've scraped so many ideas for my next map simply because I can't seem to reconcile these two design goals.<br /><br />I'm intrigued and anxiously awaiting Dead Simple!Rwaluchowhttps://www.blogger.com/profile/01681979083809748832noreply@blogger.com