Showing posts with label Projects. Show all posts
Showing posts with label Projects. 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.

Monday, April 30, 2012

Current Project: Dunlyle

Well I've gone from posting twice daily to once every two weeks.  Rest assured this has not been idle time; the current project: Dunlyle, my campaign setting.  The end result is hoped to be a sandbox setting with optional "story line" elements, along these lines:
  • Spiral/"Wire-O" bound (so as to be durable and to open flat) and tabbed, on durable paper stock
  • Overview & Area Map
  • Important NPCs
  • Gazetteer & Local Maps
  • Multiple dungeons fleshed out in One Page Dungeon style
  • Campaign flowcharts and calendars
All of this, to echo my prior postings, will be done so that it is system-neutral though obviously flavored for D&D at its various offshoots and mutations.  In other words, the goal here is to be content-rich while maintaining utility to a wide range of games and DMs.  The book itself is intended to be both a campaign prep/background document as well as an in-game reference.

At present, the manuscript is completed but I am converting my traditional map & key dungeons into one-page dungeons and removing all system-specific references.

I would welcome your feedback on this proposed format.

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.

Wednesday, April 11, 2012

Adventure Formats and the OSR

Some of the obvious accouterments of the old school renaissance have included intentional graphical and layout throwbacks to the previous era, particularly the Gygaxian format of adventure presentation.

OSR Format (roughly 1977 through 1983)

Using the Steading of the Hill Giant Chief as a template, the following format emerges as the traditional standard:
  • Cardstock front and back cover with artwork/description
  • Maps, typically on inside front and back covers (though sometimes at the end of the booklet)
  • Booklet, staple-bound
  • Short Introduction/DM Notes
  • Fairly Short Background (Setting the scene, placement within game world, getting the PCs involved, etc.)
  • Map Key, including wandering monsters, room descriptions, and descriptive artwork.  Text within the map key was kept brief except where further explanation was needed.
  • Appendices (New spells, monsters, treasures, player handouts and artwork, etc.)
This is fairly typical of pre-Hickman TSR fare, all of which can be fairly said to be within the OSR wheelhouse.  Judges Guild materials of that era follow an analogous format, although virtually none had a cover and maps were usually printed inside the booklet or were separate fold-out affairs.

Later Tweaks & Content Bloat

As the game matured, the format of adventures was tweaked.  The biggest changes were in two areas: backround/story-related material (for Hickmanesque storyline-driven games) and in the quantity and bulk of text included in the product.

Once adventures became less site-based/sandboxy and more story-based, larger amounts of background and story material were required to guide DMs through various story flowcharts and matrices.  NPCs, in particular, became much more fleshed out and given a life of their own.  While the point of this was to enhance the "story" and dramatic aspects of the game, it undoubtedly contributed to content bloat within published adventures.  It further made the products less adaptable for individual DMs -- more story details require more work to customize to one's own game-world.

The other content infusion of note was the addition of descriptive "boxed text."  While the goal was laudable -- to provide greater immersion and verisimilitude -- the inclusion of subjective descriptors left some DMs (and many more players!) feeling that they were reading from a script and trapped by the content.  If the author was not both brief and evocative, boxed text became a millstone around DMs' necks.

Other tweaks to the format included improved quality maps and experiments with different types of maps, such as the famous quasi-3D iso maps of Ravenloft.

Encounter Format

One of the more irritating-to-grognards developments in late 3rd and most 4th edition adventures was the advent of what can be called "encounter format," in which everything needed to run a particular encounter was generally (though not always) on one page or two facing pages.  Thus, a detailed dungeon room, its monsters (and their game stats) and all tactics and "developments" were listed in one place.

While generally hated by the OSR due to the "encounter" nomenclature and the size of stat blocks necessitated by later editions of the game, the encounter format has one big advantage -- utility.  All of the traditional formats require a DM to juggle no less than three documents -- the map, the key, and at least one rulebook (usually the DMG or Monster Manual).  The encounter format eliminated that juggling and allows a DM to focus on the players, the flow, and the game rather than shuffling papers about.  This philosophy has developed its own subculture of sorts via the "One Page Dungeon" contest.

Building a Composite OSR Format: Goals

My mission statement, therefore: 
OSR content should be adaptable, easy to use, evocative, creative, and customizable. 
I would further add that we, as consumers of said content, should value such publications on these merits alone and not, say, by its sheer size or bulk.  Furthermore, OSR publications must by necessity adhere to the OGL -- requiring either close adherence to OGL rules or a more generic approach so as not to violate the license.  I advocate the generic approach simply because everyone is seemingly playing a different game.  Within the OSR itself there are at least three major subsets -- white box, Basic, and AD&D systems -- and substantial variation in basic game mechanics.

I therefore propose the following format for OSR site-based adventures:
  • Notes/Introduction
  • Background (brief)
  • Small-scale overland map (optional)
  • Unified large-scale map showing the entire site and labelling its sections
  • Sectional small-scale maps done in "one page dungeon" style (i.e., "show me don't tell me") with clear links to other sections
  • Appendices
By eliminating the Gygaxian map-and-key format and later hyper-wordy formats, the DM is given what he needs -- introductory materials to read and digest for application into his own game-world, and in-game materials to use while sitting at the table playing.  The "one page" sectional map format, by necessity, will provide brief information in order to avoid OGL problems and to keep it adaptable, it should be as generic as possible in terms of game mechanics and statistics.  The downside to this, of course, is that it will require that the DM either adapt the content to his rules system beforehand or have the rulebooks handy during play.

For those wanting to inject a "plotline" into OSR adventures, a slightly expanded background section and a one-page story flowchart is recommended for in-game reference.

So what do you think?  Would you consider buying and using a scenario in my format as described?  How strong is the pull of sentimentality of the Gygaxian format?  Is the size/bulk of a publication relevant to your perception of its value?

Wednesday, March 28, 2012

Wilderness Terrain Generation Project

One of my current projects involves rules for generation of wilderness terrain on both a continental and regional level for all game systems.  My idea is in the testing stages, but I've noticed some interesting phenomena in some of my mechanics and assumptions.

Starting Assumptions
  • Some people will want to generate Big Picture aspects of the game world (world size, axial tilt, number of moons, etc.) and others will either pick or assume these aspects, or not care in the first place.
  • The aspects of a terrain we need to know, on a continental basis, are the presence of: salt water, fresh water, elevation, predominant vegetation, and intelligent-life settlement.
  • Terrain comes in bunches -- it's not "choppy," though there are pockets of varying terrain.  I have come up with a simple mechanic to determine "sameness" from hex to hex.
  • Hills are near mountains -- whether due to tectonics, glaciation, or volcanic activity
  • Forests are more likely near fresh water sources -- I'm frankly not sure if this is actually true, but it feels right
What's interesting here, beyond the assumptions themselves, is the effects of combination of these assumptions and the inclusion or removal of the "sameness" mechanic.

Order and Method of Generation

The assumptions dictate a certain order of terrain generation; you have to know whether mountains and/or fresh water are present before you can generate elevation and vegetation.

The question then becomes how to generate these baseline elements (coastline/mountains/fresh water) with a simple mechanic and optional user choice.

Weather and Rainfall

One of the harder elements to simulate is that of weather.  There are deserts, for instance, in every latitude of the Earth (some of which are fairly close to fresh water features), and areas of forest without a lot of water on the ground.  Put another way, the mere presence or absence of lakes and rivers is insufficient to determine the prevailing vegetation.  Simulating this in a simple way is tricky.

Mapscale

On the continental level, a larger scale is necessary so that you can create a map of a sufficiently large area within a manageable mapspace.  The scale also has to be small enough to depict fresh water sources (which determine vegetation) in a meaningful way.  I presently believe about 50 miles to the inch is an appropriate continental/campaign map scale, and 2 miles to the inch on a regional/local level.

Fun

Generating a world or campaign map should be a fun experience.  I'm experimenting with many different ideas to inject ease of use, creativity, and fantasy into the process.  I want to make sure this isn't completely antiseptic and scientific for those who want funkiness and ways to generate campaign ideas.