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My continued deep dive in the making of Crawl! no.13: Deathmatch!
I took a good look at my 2nd and 3rd drafts and the stuff I really like was how I was going to do maps. I say "was", because I've changed my mind a tiny bit. I was going to lay heavily into using just point-crawl style maps, with rooms and corridors. If you're not familiar with the mapping style, it is a simple map style found in Mothership RPG and other new-"old school" games and adventures. It's an easy way to do dungeons. It works really well with "Theater of Mind" style playing because the rooms don't have to be completely detailed or even drawn. The problem with that is some people still want maps, and I recognize that. So I decided to make traditional maps, and that's a complication in itself. I still haven't decide the exact look of these maps so this is one of the main reasons Crawl! no. 13 got stalled. But a point crawl design helped me get to playtesting faster. I created tools (tables really) to quickly make deathmatch rooms and corridors, and the first map was designed using these tools. Each room had basic features that matched the "theme" of each room, and each corridor was also random. I really like these tools, I'm keeping them and they'll be found in the issue. Here's a sample of the "first" map:
CRAWLDM1 - The GatewayA supernatural dungeon with dung colored walls speckled with bits of jade and obsidian. An alien or arcane motif is etched into each brick. A black void fills the cracks in the ceiling and through what could be arrow slits and anywhere there should be a sky. Shallow cracks glow with an amber light. Faint voices scream in your head.
Preparation: These areas can be static, or randomly determined as they are discovered.
Predetermine or randomly place point 2, 3, and 4.
Predetermine or randomly assign teleport pads P1, P2, and P3 to Connections C1.2, C1.3, and C1.4.
Create or roll 3 random corridors, designate them as connections C2, C3, and C4.
Predetermine or randomly identify point 5’s hidden entrance.
Suggested Winning Conditions: This introductory map is perfect for a Zero Royale or Free For All with 3 to 4 players.
POINTS
Area 1 - The Gates: Hexagonal, 60’ across
Feels deep underground. Are those voices in your head?
Cake, slice 3 each
P1: Teleport Pad 25’ from one wall.
C1.1: Archway
C1.2: Archway
C1.3: Archway
Area 2 - Grand Hall: Rectangular, 60’ wide, 100’ long.
Cracked windows to a stormy pink sky.
Cake, slice 4, 1 each corner
Throne at one end.
Random weapon [ ]
Shield, yellow +2 behind throne
P2: Teleport pad at opposite end.
Fountain in the middle---Water
[Possible Secret Exit (see point 5)]
C [ ] to 3
C [ ] to 4
I have a small, 6 room arena completely designed like this, and started a 2nd one. It worked great, and it was the testbed for the playtesting. But somewhere along the way I decided to expand on the maps a bit further, which you'll see in the final product. I had a change on how I wanted to do each of the rooms, and that's basically the biggest change across the whole project, and the meat of the 4th draft.
If you paid attention to the TOC from part 2, You'll notice I had a section for Hazard and Artifacts. These sections were also complete, and done in the same bullet point style that the maps were done. I have already teased the artifacts with my lone post from 2022: MÆTA: A Postmodern Patron. Go check it out. But here's a sample of the hazards:
HAZARDSHazard Damage Death
- Lava 2xCL per round “PC” turned into hot slag
- Slime 1xCL per round "PC" gulped a load of slime
- Void Instant death "PC" is lost in the void
- Water DC 10 Fort or 1 Stamina per round after 6 (modified by Stamina) rounds. "PC" sleeps with the fishes
TRAPS
Trap DC Damage Death
Nail Trap DC 10+ 1d6 Nails; 1d8 each "PC" was spiked.
Laser Trap DC 12+ 1d4 Lasers; 2d6 each "PC" was spiked.
Lavaball DC 10 Ref 4d4 “PC” ate a lavaball
Spike Varies 1d100 "PC" was squished
Moving Wall Varies 2d100 “PC” was squished
These are from the 2nd draft. You get the idea. Right? There are more bits, done in the same way, but that's when Crawl! 13 was going to be more of a toolkit than an adventure. You get a good idea of where no.13 was at by the "mostly done" 2nd Draft.
This leaves us with the 3rd and "final" draft. Next time!

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