Just as a note - if a new player decides to do the newbie tower, you can generally be level 3 by the time you finish that, and typically it doesn't take much time to clear. Granted, it is a boring map. But if I'm making a new character, that the first place to go. Now there could certainly be some improvements. If your unlikely, you get a trapped door or two on the map where if you fail to disarm it, you are dead. Traps should be dangerous, but it is probably discouraging to try and disarm a trap (or accidentally run into a door) and end up dead. The problem with the newbie tower is that for spellcasters, you do end up spending a lot of time waiting to get your spells back. A spell caster basically has to brute force some portion of that map if they have any hope. A lot of commerical games give out exp for solving quests that may not in fact be dangerous (take X to Y, or find Z or the like) - that may also be useful. Other thoughts for improvements: spellbooks with low level spells should probably be made to show up in more low level maps. That would help the spellcasting players some (as especially at low levels, the cost delta for buying vs selling is pretty high, so this wouldn't add a tremendous amount of money to low level characters). Perhaps more scattering of potions of life in some places. As above, probably wouldn't change cost very much. A few at the end of the quests, on the basis the player will have died at least once trying to do it. I do like the idea of a newbie starting area. It would in fact not be very hard to do - basically, you may it so that the hall of selection dumps you in some dinky town, and that town has a few quests/maps to do, but once you leave that town, you can't re-enter it (or if you do, you get a map that looks the same, but in fact all the dungeons aren't there any more). Since map paths don't need to map back to each other, as said, this can be really easy to do.