tag:blogger.com,1999:blog-8866367177615979788.post462323635739593645..comments2024-03-26T00:58:41.162-07:00Comments on A Distant Chime: How Jaquaysed is Castle Xyntillan: Part 1, The Upper FloorsThe Byzantinehttp://www.blogger.com/profile/13099463881655126437noreply@blogger.comBlogger2125tag:blogger.com,1999:blog-8866367177615979788.post-45302972177227317212020-06-01T11:37:52.475-07:002020-06-01T11:37:52.475-07:00When I hear 'vertical map' I think of the ...When I hear 'vertical map' I think of the abstracted floor plans of old school dungeons, showing the themes levels and the passages between them. Doing such a thing for Xyntillan is beyond my measly brain, and might require 3-D rendering software.<br /><br />You can draw a continuous spectrum between maximum linearity and minimal linearity by looking at the number of possible paths (more accurately, possible orders of experience). If your dungeon is a straight line, you know the order in which everything will be experienced. If your dungeon is a grid the party starts in the middle of, with the same level of difficulty in any given direction, you have minimal ability to predict. Xyntillan's gatekeeping methods make it very likely you will have experienced certain encounters or locations first, if just to avoid getting in over your head.The Byzantinehttps://www.blogger.com/profile/13099463881655126437noreply@blogger.comtag:blogger.com,1999:blog-8866367177615979788.post-90556628537178062802020-06-01T00:09:38.097-07:002020-06-01T00:09:38.097-07:00Hmmm intriguing! Maybe having a basic vertical map...Hmmm intriguing! Maybe having a basic vertical map along with the horizontal might help to visualise the vertical jaquayment? It's interesting how loops prevent the possibility of a linear (read: pre-planned) adventure, which will probably help with writing style as well.Spwackhttps://www.blogger.com/profile/07247063374457045751noreply@blogger.com