Interactive prototypes of the same app with different layouts and interaction models: five first-round studies, three that recombine the pieces that worked, then a revision of the favourite. Every control works; the world is a deterministic mock, not a simulation. Compare how each one handles the three problems below, then mix and match.
Built from the parts that worked in round one (09 Lamplight is Lantern revised after Chad's first look): Vellum's open map and foldable cards, Expedition's stage rail, region chooser with an obvious Explore button and per-stage variables, Console's mini-map with a draggable frame that re-anchors the map, its find-an-element list and quick show/hide chips. The three designs arrange the same parts three different ways.
Lantern after the first look, with the cards regrouped. Where you are and Stages are one card (the rail is the breadcrumb); Show/hide holds the chips, the remaining layers, Ink/Symbol and GM/Player; Choices has tabs.
Vellum taken further. The map is the window and every card folds to a tab: breadcrumb, Stages, This map, Legibility, Menu, show/hide chips, Choices, Mini-map. Tab clears the table.
The docked workbench. Stage rail on the left with the Position mini-map inside it; chips and a hover strip around the map; a Choices / Find / Refine tabbed column on the right. Both columns fold to strips.
A paper map on a dark table with three floating instruments: the Ladder (stacked mini-maps of every level you came through), a Command bar (find anything, chips, tools) and a Dock (choices or inspector).
The cartographer's desk. The map fills the window; a few paper cards float over it. Ink rendering, focus-dim selection.
The layers workbench. Dark GIS-style chrome, flat symbol rendering, layer opacity and solo, a live legend that doubles as a filter.
Parent and child side by side. The parent always shows the current extent as an editable frame; dragging it regenerates the child live.
The table GM's console. Dark, high contrast, keyboard first. Categorical symbols with a legend and filter chips; a session panel with quick actions.
Guided stages. A stage rail (World → Region → Settlement → Battle map / Dungeon) and a Choices panel that lists candidates with thumbnails.
The plainest wiring of the shared widgets, used as the smoke test and as the baseline the designs depart from.