Showing posts with label Freehand. Show all posts
Showing posts with label Freehand. Show all posts

Sunday, July 28, 2013

Freehanding Gone Wild

So the 35" x 25" aged 60-pound parchment paper arrived.

Map geek excitement building.  Dare I say my scroll case was pitching a tent.

I immediately developed two uses for my humonguous uber-paper for my Dunlyle campaign:
  • Tolkeinesque overland maps, in black & white -- and in Judges Guild style, a player's map showing the "known world" for their own use and exploration (and, yes, marking on it!) and my own DM's map;
  • Large freehand custom dungeon maps, in 1" = 5' scale for use as a gridless playing surface.  That's right -- no more wet-erase battlemat!  We will play on the map.  I will also take the opportunity to use color (pencils, mainly) where appropriate, though I'm going for a black & white aesthetic generally.
And then, when we're done with a particular dungeon map, the map will represent mapping by the player-characters.  It will be a map-log of the campaign.  I imagine the players will be making various notes on them -- much like their characters would.

Some practical issues -- obviously, I need to figure out a way to photocopy these before the players get their hands on them.  I don't want to have to redraw them.  Also, they are obviously vulnerable to spills, tears, etc.  Then there is the matter of storage -- I'm thinking of either buying a blueprint tube or getting a large luggage-like portfolio to carry them in.  Lastly, in game play I need to figure out a way to cover up the unseen map sections.

I'll post some pictures in my next post.  Exciting stuff -- it's a lot of work but I'm hoping my first playtest of Dunlyle with my home group goes well.  The first set of maps are for the campaign opening -- after that, at the end of each session I'll be asking them their next intentions so I can keep up with the mapping duties.

P.S. Next time, I'll order more paper.  At $.50 per page as of this writing, more than half the cost was shipping and packaging.

Tuesday, April 17, 2012

Sample Dungeon Using Proposed Generic One-Page Format

Time to put my money where my mouth is.

Here's a sample dungeon using the one-page format I proposed in my earlier post:


Again, the idea here is to present a "keyless" OSR dungeon that is usable, generic/system-neutral, content-rich, and requires the DM to refer to no other scenario materials.  It also assumes the existence of DM Text backround that the DM read and customized pre-adventure; the map above is for in-game usage.

Thoughts, criticisms, and comments welcome as always.

(Really irritated here at my inking, by the way, the smudges and other marring is really annoying.  Need to find a way to cover up those errors.  Used my usual H pencil overwritten with 1 mm, .5 mm, and .1 mm sepia pens.  Also, I need a shading technique to better offset the rooms and halls from the white background.)

Friday, April 13, 2012

Amateur Gridless Mapping Tip #1: On Rulers and Stencils

As I continue in my journeys in "gridless" mapping (i.e., without graph paper), I have found that using a ruler and stencils is invaluable for buildings and dungeon floorplans.  Simply put, straight lines and even curves are generally more pleasing to the eye than the alternative, unless you are drawing a cave complex.  So, for those of you who want to learn from a fellow amateur's mistakes, I offer the following.

A good ruler or stencil is:
  • in the correct shape (!)
  • has a smooth edge with no flashing or nicks (plastic edges occasionally have a bit of flashing from the molding process -- they can be carefully cut off with a knife)
  • easy to align with preexisting drawings
  • easy to keep flush with the writing surface, to prevent slippage
Of these, the latter is surprisingly important, particularly if you are drawing lines longer than an inch or so.  If you do not have a heavy ruler or stencil, it is vital that you are able to hold the stencil securely against the paper, or your pen may slip under the edge and ruin your line.  I have had several otherwise very good drawings marred by such slips while inking.  If your edge is lightweight (as many plastic stencils are), take the time to reposition your non-drawing hand to hold the edge down securely while in mid-line.

In my experience, the size of the ruler or stencil is not a major factor, though because I often draw in a spiral-bound drawing pad, smaller edges tend to work better.  Larger edges are heavier and therefore better for prevention of slippage.

Of course, if you use a drafting table and t-bar, many of these issues (at least those pertaining to straight lines) go by the wayside.

Tuesday, April 10, 2012

Experiments in Drawing and Lettering

After a two-week hiatus caused by garage sales, the demands of parenthood and matrimony, and a job relocation, I return.  Below is Castle Rockabie, a location in my Dunlyle setting.  For those who care, this is on 80# drawing paper, originally drawn in H pencil with the aid of a few stencils, then gone over in sepia ink pen in varying widths: 1mm, .5 mm, and .1 mm.  Some quick notes:

The point of this was threefold: to have fun designing something in my campaign area, to experiment with line drawing and lettering, and to prove to myself that the one-page keyless concept was usable.

I am pleased overall with the line-drawing and design.  On the layout, I wish I'd moved the third floor over a bit and given more separation to the small minimap at the bottom of the page.  My lettering is uneven and as you can see I am struggling to find my own style -- it's a mash of wannabe architect, comic lettering, and my own scrawl.  One of the biggest challenges has been to slow down while lettering.

I am not happy with my weak little castle drawing in the upper right corner.  Bleh.  My attempt at an ivy-covered wall makes it look like a giant bush, fire, cave-in, or some other calamity rather than the regal foliage I had envisioned.  I think I'll always be more of a layout/design guy than an illustrator.

Lastly, I now see the value of getting a drafting table with a T-bar ruler (I forget the correct term for it) so that lines are properly horizontal and vertical.  Eyeballing the registration of my lines produces some uneven results, most easily seen in the "Garden" description text.

Anyway, it was a fun experiment and I will try a similar concept with a dungeon environment, using the text areas as a true key.

Tuesday, March 20, 2012

For Your Consideration: Holy Sword

I've submitted my one-page dungeon, Holy Sword, to Alex Schroder, the affable organizer of the event.  With his permission, I'm going to go ahead and post Holy Sword right here, right now.



Click for Expandy Bits

I hope you have as much fun reading it as I had writing it.

One-Page Dungeon 2012

This year's One-Page Dungeon contest is up and running, and I'm in.  I'll be submitting my freehand entry very shortly.  Best of luck to the other contestants!

I had a great time designing my entry, Holy Sword.  It's something I had kicked around for a bit but hadn't really considered for One-Page treatment until I started working on my freehand more and started to see the beauty of the key-on-map -- at least for my own use.  The next step was to make a key-on-map that was usable by other people that were coming to the product cold and with their own points of view.

One-Page, to me, means the following:
  • Using as much of the page as possible within concept
  • Going stat- and game-mechanics-free as possible -- both to save space as well as to keep it system-neutral
  • Simple illustrations substitute for verbiage
  • Brevity!  Less is more in descriptions!
  • Providing real, usable content that is more than a skeleton or flowchart
Here's hoping my scanner can pick up the details and render them readable; I'd hate to start over!

Monday, March 19, 2012

Incredible color freehand mapping courtesy of the Vaults of the Mad Archmage

Ragnardbard is far too humble.  His work makes my meager sepia offerings downright pathetic.  What an inspiration, though!

VAULTS OF THE MAD ARCHMAGE: Gardens and Graveyard, colour...:

There are some seriously great freehand mappers out there.

Saturday, March 17, 2012

More scrapbook map goodness

I've managed to transfer, edit, and expand some of my Dunlyle maps to the 12" square scrapbook paper format.  Not bad for amateur freehand, though I've yet to settle on techniques for lettering, shading, and how to draw more or less squared-off dungeons without using graph paper.  I noticed that, if I didn't rotate the paper or adjust my position, my rectangles started looking more like parallelograms.

A low-level complex, with multiple side-caves sprouting from a large central cavern

One dungeon level, along with exterior and overland mini-maps.

What I'm proudest of, though, is the use of my .1 mm sepia ink pen to key the maps on the maps themselves, for ease of use in running the dungeons.  This kind of shorthand is obviously great for DMs running their own material; many DMs coming to such a product cold will likely want a traditional written key.  Since I'm doing this for my own use and pleasure, however, it's more than acceptable for my own purposes.

Thanks to Zak for the idea (and stunning visual execution) of using the map/key combination, though in his case, he uses his own art, flair, and clip-art images to convey a lot of the information to himself, whereas I'm writing supersmall text on the map.

Tuesday, March 13, 2012

Freehand Mapping and My Unmanly Secret

In the course of writing my sandbox mini-setting of Dunlyle, I sketched several outdoor maps (about 5 miles to the inch) using different media and paper.  I tried pencil, pen, crayon (surprisingly effective, actually) and used plain paper, graph paper, and hexgrid.  I can now, of course, sketch out a Dunlyle map in my sleep.  But something was missing.

Over at the Cartographer's Guild I saw what was missing, other than artistic talent.  My maps just weren't cool.  Lacking in both patience and ability to use the computer drawing programs like Hexographer, I decided to go old school and abandon the grid (for now) ... which is where the Unmanliness crept in.

For you see, today I discovered the joy of scrapbooking materials.

My wife had been a scrapbooker for years and had all of the fancy papers, paper-cutters, stamps, stickers, and all of the paraphrenalia that goes along with this most Girly of hobbies.  What I found out, though, while perusing my local art supply store, was that scrapbooking has everything we gamers need for extremely cool maps -- while at the same time providing a built-in storage and protection system.

First, there's the paper.  Scrapbooking paper is wonderful.  I picked up a bunch of parchment-style cardstock paper that happened to be on sale.  So you have this durable, weighty bit of parchment-looking paper just waiting for your fantasy world or dungeon to explode upon it.

The size of scrapbooking paper (12" square) is also handy, providing roughly 50% more surface area upon which to sketch compared to 8 1/2" x 11" or A4 paper.  I find this to be a more naturally pleasing drawing surface; the shape of the paper is no longer an influence on my creative muse.

Here's Dunlyle on scrapbook parchment cardstock, after a few hours of my amateur artistic and calligraphic labors:



But wait, you say!  What about the hexgrid or square grid?

No problem, my budding Marco Polo.  Just run that bad boy through the printer, before or after you've freehanded the map.  Personally, I will be putting the grid on afterwords, if at all -- I don't want the presence of the grid to guide my pencil.

The scrapbooking accessories are also spot-on.  Want to dress up your maps with symbols you will use repeatedly?  Get a stamp and just ink that bad boy.  How about a cool border for your crypt, using skulls or black lace?  You can make it as kitschy or campy as you want.  Throw a Scooby-Doo sticker on there if it floats your boat.  Or, if you're an artiste like Zak, you could throw some web images on there and cut and paste yourself to an impressionistic dungeon masterpiece.

And then there is the scrapbook itself, a perfect place to store, transport, and admire your beautiful map.  It is bound so that the scrapbook paper doesn't have to be holepunched ... the holes are in the sheet protectors.  And those sheet protectors?  You can write on them with a wet-erase pen and never mark up your precious maps!

It gets even better when you realize that you could do entire dungeons on facing-page scrapbook pages ... map on one side, key on the other.