Monday, May 23, 2011

A different sort of one-page dungeon

I tossed this together (using Rules Cyclopedia stats) as a sample of a way to put together small dungeons. If you, like me, aren't concerned about exact layout and positioning and care more about relative positioning and movement through an area, it might be easier to remember things with some pictures representing the rooms and a general flow chart. So here is a minimalist, graphical dungeon thrown together with crap I downloaded from the internet to serve as pictures.



Zak S. has a similar graphical dungeons in Vornheim,  he's actually got artistry in his. This is more minimalistic, and aimed at combining impressions, connections between rooms, and enough mechanical detail to improvise.

7 comments:

  1. That works! Major time saver too.

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  2. Nice. I miss the blueprint aspect of physically depicting the dungeon, but I concede this method is easier on the dungeon designer. Perhaps a note on how to appropriately describe the dungeon would help as well.

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  3. Looks real cool, and simple too.


    But ehmmm... how much time did this one take you to make? ;-)

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  4. SpiralBound: Of course, mileage may vary. I'm not feeling the blueprint aspect of mapping right now, but notes on describing the dungeon might help (dimensions, shape... even sounds and smells like old Judges Guild maps might work well).

    Jaap de Goede: This took me maybe an hour tops to put "draw" in software, with most of that being searches for images online. Took another 20 - 30 minutes to write up the notes and come up with a wandering monster table.

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  5. Looks a lot like the maps for old text adventurers, like this one for Zork I:

    http://www.richardlowe.com/vax-dungeon/gallery/images-zork/map-4-5-6-7.jpg

    I could see having the players make maps like these, which might speed up play. At our sessions the biggest timewaster is the DM describing rhomboid and irregular rooms, and our poor mapper trying to keep up!

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  6. I could see having the players make maps like these, which might speed up play. At our sessions the biggest timewaster is the DM describing rhomboid and irregular rooms, and our poor mapper trying to keep up!

    That's how I map in play these days. I'll concede that there may be times when knowing the exact distance and angle might matter, but...eh, it's not really worth the investment of not-playing-time. Plus, for what it's worth, my map ends up looking more like something that a guy running around in a big hole fighting monsters might draw.

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