Showing posts with label Mapping. Show all posts
Showing posts with label Mapping. Show all posts

Monday, January 17, 2011

Jewel Throne Update

Regarding The Jewel Throne, I'd like to thank everyone for both their kind encouragement, as well as those who have generously offered to contribute in any fashion to the project.

In true Gamer-ADD fashion, I've been shuttling between several different articles for first issue of the Jewel Throne, and here are some of the contents:

- "War...War Never Changes:" Wasteland & Fallout inspired equipment for Gamma World & Mutant Future.

- Cave/Lair Geomorphs: A set of 36 geomorphs for quickly assembling caves and lairs; they conform roughly to the Dyson Logos format, but not entirely...they don't always "play nice with others."

- Snake Men: Statistics for strictly Robert E. Howard style Snake Men of varying levels.

- Twenty Sorcerers, with statistics, details, backgrounds, personalities and spellbooks; their spellbook selection ties into the following.

- "Grammaree:" Twenty-odd Magic-User spells, inspired by Eldritch Weirdness (one of my favorite OSR products) and Ancient Vaults & Eldritch Secrets. Incantations to become an iron colossus; raise a sunken ship for 1 day; know all of your target's shameful secrets; possess telescopic vision particle beams; curse a victim to slowly transform into an ape; summon a polyp of the upper vapors to serve as a flying carpet; and so forth. Some of these are inspired by my own Magic-User PC going "Fricking heck, why isn't there a spell for X so I can do Y!", others by the events of current and past campaigns, as well as fantastic literature. EDIT: Here is a list of the spells I am working on:

Become the Form of the Mog-Molarch
The Black Lasher
Black Vapours of Anthrophagic Fever
Call Servitor Polyp of the Upper Vapours
Crystal Armor
Curse of Lunar Possession
Exhale Cloud of Stinging Flies
The Eyes of Far Death
The Golden Spheres
Luminous Purple Mist
Mass of Serpents
Psychic Reaping
Raise Drowned Vessel
Ray of the Ape Curse
Returning Missiles to Their Sources
Shaft to the Underworld
Shroud of Shining Shards
Speak With Cats
Swarming Leaves of Death
Uproot by Black Storm


The focus for this issue will be "material that can be immediately useful for GMs in a wide variety of campaigns." For possible future issues some of the ideas I'm considering include D&D-compatible Fighting Fantasy/Tunnels & Trolls style solo adventures and  mini-rpgs such as "Action Movie D&D" (with random fire-escape determination tables and explicit rules for jumping from rooftop to rooftop ;D).

Also, JDJarvis has posted some great one-hour dungeon maps Here, Here and Here.

Wednesday, July 14, 2010

How I key a Hex-Map

I recently received an email from Nicolo, with a pulp mutants & sorcery campaign "The Doomed Wastelands" which also features further iterations of cactus people, who is an inexperienced DM with little sandbox experience asking advice on filling up a hexmap key.

How I keyed my map went in several stages: procedures

1) The Map. Certain locations immediately suggest and appropriate key entry for the hex, such a landmarks, ruins, and the like.

2) Ripping Off Others Work. I make a list of cool things to put in the map that are usually inspired by something from a fiction, history or real life, and put them where appropriate. When I'm working on a project like this I try to read a lot of good fantasy & sci-fi, comics and the like. This also includes pop culture/literature/genre/rpg "easter eggs". I add to the list when I come across something inspiring in a book or daydreaming.

3) Use the 1st edition AD&D Dungeon Masters Guide Random Wilderness Generation Appendix. I roll for every hex on the ruins/castles/settlements table, and if I get a result I like I put it in the hex. Larger settlements I usually arbitrarily make into ruins, smaller settlements can be outcast camps; fortified stockades; subterranean hidden enclaves and the like, with usually random determination for what kind of man/being inhabits it. For ruins and castles I follow the DMG guidelines for the generation of monster, human or high level NPC and entourage inhabitants.

4) Stock the Dungeon. I treat every hex as a dungeon room, generating it's contents in the same fashion as classic OD&D or B/X D&D.

For monster results I roll from one of several encounter tables from different editions/sources (OD&D; B/XD&D; AD&D; Gamma World; Carcosan Grimoire; etc, determination of which source being random as well), and I try to come up with a "Algolian" encounter from the result, altering the monster as I see fit to make it fit the campaign. Usually such results mean that the "monster" has a lair or building in the hex.

With treasure results there's treasure somewhere in the hex, either monster loot or stashed somewhere.

With trap results there's a hazard, such a spiked pits; areas without oxygen; toxic gases; irradiated water, and the like, located in the hex.

With Trick/Special results theres a wilderness equivalent of such dungeon phenomena, stuff like ability score altering fungi, altered gravity or glowing psychic crystal skull hologram oracles.

5) Roll for a random encounter in each hex, using the probabilities from B/XD&D or the Carcosan Grimoire, and roll from a randomly determined encounter table in the fashion of stage 4 above. I Algol-ize the results or reroll if I don't especially feel the result. I'll use the "%Liar" to determine whether any monsters are lair monsters or just passing through the hex.

6) Repeat stage 5 (and even 4) until the hex key feels dense enough.


ALSO MORE JOESKY!!
I'm down with JOESKY's words of wisdom. Enough hot air blather about the most recent iteration of Carcosa Gate/Porno Gate/et al and more monsters, houserules, and maps!

I've been doing a bunch of mapping lately with my sweet new tiny mapping-box. I've found the combination of a cheap school geometry set; an selection of cheap and high-quality mechanical pencils; an assortment of fine tip to larger markers; a palm-sized pad of graph paper; and a small lidded box to hold it all to be a great asset for dungeon mapping creativity, I'm practically shitting out small (yet actually covering a fair amount of 10' square ground!) dungeon maps. One of the benefits of these small maps is that I can easily stitch them together to generate larger dungeon maps with a nice "inconsistent grain" that also avoids the 8.5"x11" phenomenon of bog-standard dungeon mapping methodology.