Tuesday, April 27, 2010

Map Making Basics

Weeks of preparation: Npcs are created. Dynamic villains, and devious plot hooks are all set to paper. You’ve got encounters planned, and cheat sheets with the bad guys’ descriptions, armor classes, hit points and damage dice. What’s left?

One of the critical elements of any game world or adventure is maps. Maps offer shape and definition to the physical structure and placement of geography. With one look the GM can give an accurate assessment of how far away The Caverns of Harumph are and how much distance and time she has to work with. Likewise, the players can look at the map and decide on just how they want to get there. Should they travel The Caltrop Road or take the quicker but more dangerous route through The Swallowyouwhole Marshes? A map can help greatly with enabling your players to decide this for themselves.

NOTE: As a GM, you may consider making your players roll on whether or not their characters have ever seen a map, much less no how to read one. Take into account their character backgrounds and professions. Obviously, if they’ve taking ranks in “Profession: Cartographer” and explained that it was the family business, chances are, they know what they’re doing. Conversely, a Barbarian who belongs to a nomadic tribe would probably have never needed a map.

Many published game worlds come with a set of maps to which there are often supplemental expansions later down the road. These maps may or may not offer the level of detail that you require, which leaves you up to your own devices. Sometimes your campaign takes place in a very small area, which on the original map is less than a single hex, or perhaps you’d rather have an original map for your own game world, but you don’t know where to start.

Campaign Cartographer 3 Map Making for GamersThere are software programs you can use, like, Campaign Cartographer, but in this article we are focusing on drawing one freehand.

If you need a map of a small area of a preexisting map, you must first decide is how detailed you want it to be? The map has to be detailed enough to serve its function but not be so overwhelming that you spend the next 25 years drawing every rock and tree or detailing the door jambs in a dungeon. There should be enough room left for practicality and imagination. Remember, this is a technical document, not an artist’s rendition or portrait of the area.

The first thing you must do is determine your scale. The most common way of setting the scale is using graph paper, which can come with either squares or hexagons, wherein one square/hex is equivalent to a number of feet/yards/meters/miles/kilometers, etc. You can then take the area you want to detail from the original map and transfer that information to the new scale.

Example: You have a square and you want to see the detail in that square. You can break the square down into four equally sized and proportional squares where each quadrant of the original square is equal to one of the four corresponding new squares. You have effectively "zoomed in".

You can zoom in even further by breaking the original square down into nine, sixteen, twenty five, squares, etc. As long as the ratio and proportions remain constant, you'll be fine with your chosen scale conversion.

Now, apply the same principle when enlarging geographical elements such as rivers and forests. Once this is done you can then give the detail you wish to show. You’ll be able to show as much detail as you’d like of that building or cave, which before you simply said was “In this area here” while pointing at a black dot on a large map.

Once you've completed your map keep it in a central file so that you can build a library of maps that you can refer to in the future. For an extra kick of consistency, write a description of notable locations on the map. Keep them all together so that you don't have to do the paper shuffle later wondering where you put them.

But, what if you want to make your own maps?

Once again, it begins with scale. How grand do you want to be? Do you want to create the whole planet/plane/parallel universe from the start or do you want to start with a small area and build out from there? There is no "right" way to do this as it's a matter of mood, ambition, and time.

The merits of starting small is that you can surprise yourself with what lies beyond the boundary of your map as you add to it. You can also concentrate on finer details with a narrower scope. Limiting yourself to a small area can keep things local and even offer an unspoken and unconscious sense of personal community for your players. Naturally this is also dependant on the style of adventure but it all starts with a map...even if that map is in your head.

Creating a large area to define also has merits. It allows for grander designs and a versatility of locations. You can cover a wide range of cultures and geographies. Characters can travel far and away offering space to set their excitement. You can set the scale as vast as the entire game world or limit it to a continent or island. The idea here though is to think on a grand scale.

If you like, mingle both aspects. Make a larger overall map and then pick a smaller location within that map that you'd like to spend some time with. Again, this approach depends on the adventures you'd like to explore and present.

Once you decide on the scale of your map you have to consider the sort of terrain features you'd like your characters to be based in and explore. Will there be forest, rivers, desert, plains, mountains, water bodies, cities, something from your imagination? This consideration doesn't necessarily have to be done before you put pencil (Which, if you’re not using some computer program, pencil is the only way to go… obviously because it can be erased!) to graph paper it can be done as you're drawing it and feel the muse, so to speak. Let your imagination fly! Look at other game maps to get an idea of how you might want to portray the elements in your map if you're not sure how to do it. It's perfectly okay to borrow style from other maps.

Do yourself a favor, and just like an essay, make yourself a rough draft first. A rough draft would be a first generation of your map that captures the initial thoughts and ideas that you put down on paper. It doesn't have to be complicated or show absolutely everything. It would only be a start. After that you can refine it to be more detailed and exact. You may find that you make several evolving editions of your map before you come to the final. Whatever you do, don't settle for anything that you're not satisfied with. Strive to create something that makes you happy. You don't have to be Michelangelo to produce a good map you only need to be patient.

Okay, so now you have a map that you're proud of and it's exactly what you want...almost. What could be missing? Ah-ha! Color! If you would like your map to have some "pop" color can be very effective for that. Color also offers the ability to easily distinguish between the elements of your map. Now, this is not to say that black and white maps can't be visually stunning or useful. There are some incredible black and white maps out there. It does require a bit more artistic ability to give them the flash you might want. If you can do it, and prefer it, go to town. A pen and ink map can be quite fetching. But if you like color I would suggest using a range of colored pencils.

There are many techniques for using colored pencils for coloring. It is strongly recommended that you experiment with them first before putting them on your map. Also, take your uncolored map to a reprographics place and make a couple of copies. It would be tragic to have penciled in your map only to have it botched with color (which can be horrible to try to erase). Get comfortable with the pressure you apply to the pencil, how it distributes color, the type of tip that is on the paper, how the colors can blend to offer depth, what the color looks like on paper (it can be different than what you see on the pencil itself),etc. Your colored pencils are an extension of your hand and imagination begging for control.

The reward of accomplishment and the satisfaction of creation can be well worth the practiced efforts of making your own game maps. It'll offer physical shape and definition to an imagined world for both you and your players. Make no mistake, it does require time, patience, and practice. With continued efforts, you'll have created an impressive library of maps, and artwork that can consistently be used for your game.

Sunday, April 25, 2010

Good Vs. Evil

Some of the best storylines are the good 'ol good vs evil. However, I don't believe that it's all just as simple as "good and evil", but a matter of perception. Many times, we talk about the good guys, handsome rugged men in their mid twenties who stand for justice and defend beautiful women VS. the old, ugly Evil guy bent on destruction and carnage. Murder is evil. However, the world isn't quite as black-and-white as this. There are a million shades of grey in between, and often what is evil is only a matter of perception.

For instance, take into account the villainous Grand vizier, who has plotted his heirless King's death, clearing the way to seize control of the country for himself. On the surface, this seems like a fairly evil fellow.

But what if this happened two decades ago? What if the King had been losing his marbles and was about to declare war against a neighboring, friendly, vastly superior military power? What if today the kingdom, ruled by the now-emperor (which is what he decided to call himself), is in the throes of unprecedented peace? Is he still a villainously evil fellow? Or is he a patriot?

Here in America we think of Benedict Arnold as a traitor ? a bad guy. Wasn't he just a spy? Don't we have them of our own? Wasn't he an English patriot? A good guy in someone's point of view?

One of the keys to whether or not a person falls into the "evil" bucket is what he is thinking, or more precisely, how he thinks. This is not to say that just because he can justify his actions to himself, that makes him good, but whether something is good or bad can sometimes be a question of perspective.

Now to bark up a tree:

It has been said that superior ability breeds superior ambition (I think Mr. Spock said it, actually). The villain in your game may be trying to conquer the kingdom, or the world, not because of an inherent lust for power, but because he or she really thinks that, being the most intelligent sentient in the land, and the wisest besides, then they are naturally the best suited for the task. How can a complete moron run the show and give the people the best that they deserve?

The current King may be well-liked, but his poor administration of the economy is going to bankrupt the system, and then where will the kingdom be? His other moron advisors don't see the danger, and the people are just glad that taxes are low and the crops are good. One bad season will turn the current good days into the worst kind.

The military is sorely lacking (and one attack from the north and the kingdom would be lost); they are undermanned (a draft or mandatory service policy may be necessary) and poorly trained. Sure, there's peace in the land today, but how long can that last? And when it ends, will they be able to weather the war to come? If they act now and strengthen themselves, then the answer will be yes, but going the way the current king is going, that won't happen. He might be observing a peace accord, but that accord, so thinks our villain, is one-sided and sorely hamstringing this, our homeland. Time to act!

Players may run into this scenario a year or two later, when the taxes are high, the military are aggressive thugs, there's no food (just as predicted by the now-emperor, the weather turned bad and there hasn't been any crops the last couple of seasons). There's plenty of food for the military, of course (because they steal what little there is from the peasants and augment that by stealing more from the neighboring counties) but the tyranny from the palace is insufferable. The population hates the current administration, but what can they do? The military is loyal to the emperor; there's no hope.

Sure, the emperor is the bad guy here, but is he evil?
Probably not.
Will your characters ever find out?
Probably not.
Does it matter?
Probably not.

To many civilizations the Roman Empire was the evil body. They came to conquer and absorb into their territory the known world, kind of like the Borg, when you think of it. But even the Borg (if you're a Star Trek TNG fan you'll recall an episode called "I, Borg") didn't realize that the civilizations that they absorbed didn't want to be integrated into Borg society. I'm thinking the Romans knew, though.

Were the Romans evil? I certainly don't think so; they went out of their way to support and protect those regions that they conquered (remember the Life of Brian: "Sure, but in addition to the aqueducts, the roads, schools, and the safe streets, what have the Romans brought to us? Nothing!?"). They were the bad guys in most cases, to be sure, but they weren't evil.

Bottom line: the simple fact that someone is doing something that other people don't like, doesn't make the first party evil, or even bad. In any conflict, the other side is the enemy. They are generally considered the bad guy, and often portrayed as evil. That means, in most any conflict there are two teams of bad guys: us and them. There are also two teams of good guys: them and us.

I think.

An article by Johan

*Photo saved many years ago from a site I do not recall. I'll gladly give credit if someone recognizes it. 

Monday, April 19, 2010

Superstitions: Dice

Game night. You stopped by the local smash-N-grab corner store, picked up your bottle of carbonated high-fructose corn syrup with taurine and a bag of Funions, and finally you're planting your ass in the game chair. You drag out your character sheet, your Players Handbook, your Unearthed Arcana, The Complete Whatever, and you dump your dice bag on the table in front of you in an epic display of your chance-cube horde.

Your dice are like the neck tie on a business man. Everything is fairly standard, shirt, slacks, shiny belt and shoes, clean shave, sports jacket... boring. But the neck tie is that droll fellows chance to insert a little self expression. Tie-die, Dilbert, Mickey Mouse... You can likely get away with just about anything for color, as long as it's on a neck tie. Perhaps you'll draw a few inquisitive looks, but a simple "My kid gave it to me for father's day" will dispel any questions that might arise. And hell, if you can actually get your kid to buy it for you, you're not even lying!

The dice on your edge of the table are your chance for self-expression, and it's a very personal thing! I like to get each character (assuming said character is going to be a staple for me and not some throw away almost-npc). Some people like just one set of dice, others aren't that picky. Perhaps you have favorite individual dice? A deep blue 20-sider that represents the cool-headedness with which you swing your axe. A red D8 for damage; red symbolizes the blood of your foes spilling on the ground! Golden D10 for your percentiles! ...ok, you caught me, no one rolls percentiles anymore. I was just checking to make sure you were paying attention... well done... 

Anyway, point is, it's not uncommon for there to be a reason that a certain die is rolled at a given time, and chances are that reason will make no real sense to your or anyone else who is not the owner. The reason you use the dice you use can defy logic, and become a down right superstition.  But that's okay! It doesn't need to make sense to you. Get your own weird behaviors! I personally like to set all the dice on the table, (which will only be the set that was assigned to the character I'm playing,) on the number 1. My thinking is that if it's on the 1, chances that I roll a 1 are lower. Light lightning striking the same spot twice in the same round... (A theory that I completely dispelled at my last game night. My Dwarven Fighter is +13 to hit and I missed an AC-15 creature four freakin times in one melee!)

You wanna see a gaming session get mean, you tread on the wrong player's dice. Touch my dice, I dare you. Set it to anything but "1". You get your nasty non-me karma on my dice, and there'll be issues. Unless I had you a die because you can't locate the one you need right away, thou shalt not touch my polyhedrons.