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Dungeon Crawls - need pointers and help.
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<blockquote data-quote="jester47" data-source="post: 629353" data-attributes="member: 2238"><p>Thinking about my light idea I decided to give it a shot. </p><p></p><p>Isn't it great how an idea can crash and burn but from the wreakage comes somthing new?</p><p></p><p>I made little circles (using some old vellum paper even so you could still see what was lit up!) and then tried to draw out a map and see how it worked. Its great if you are standing there alone but would slow gameplay to a halt while you drew the parts that the characters could see. </p><p></p><p>However in that process I came up with a sort of Dungeon mapping "quickhand." This goes alot off of what mark conveyed in this post, but I think this will elaborate on it and prove quite useful. </p><p></p><p>Mark, I can see why you dont draw the corridors. Lines are the best for this. As for the lighting idea, you know how far the characters can see, and you know if they are trying to be quiet or not. If an elf character sees somthingin the dark, then he may or may not convey the info to one of the other characters. </p><p></p><p>I now have a set quickhand that will allow me to quickly draw what is going on, without slowing the game. I have a symbol for a door, a method for noting passage length ( a number between two dashes: -20- ) and passage width (a number between two brackets [10] ). Lines are passage ways with dots connotating points of interest. Rooms are geometric shapes roughly equivalent to the actual rooms. Inside the sape is the rooms size. I even came up with a notation to indicate that rooms might share a wall. (using {s to point at each other.) This was so that if the map got drawn funny I could show that two rooms were right next to each other. However another use appeared and that is when when you want to break spacial law. Using the brackets you can which is great when magic and the planes are involved. </p><p></p><p>It all goes together pretty well. Its amazing how easy (and cheap) things get when you put thought behind them. </p><p></p><p>Aaron.</p></blockquote><p></p>
[QUOTE="jester47, post: 629353, member: 2238"] Thinking about my light idea I decided to give it a shot. Isn't it great how an idea can crash and burn but from the wreakage comes somthing new? I made little circles (using some old vellum paper even so you could still see what was lit up!) and then tried to draw out a map and see how it worked. Its great if you are standing there alone but would slow gameplay to a halt while you drew the parts that the characters could see. However in that process I came up with a sort of Dungeon mapping "quickhand." This goes alot off of what mark conveyed in this post, but I think this will elaborate on it and prove quite useful. Mark, I can see why you dont draw the corridors. Lines are the best for this. As for the lighting idea, you know how far the characters can see, and you know if they are trying to be quiet or not. If an elf character sees somthingin the dark, then he may or may not convey the info to one of the other characters. I now have a set quickhand that will allow me to quickly draw what is going on, without slowing the game. I have a symbol for a door, a method for noting passage length ( a number between two dashes: -20- ) and passage width (a number between two brackets [10] ). Lines are passage ways with dots connotating points of interest. Rooms are geometric shapes roughly equivalent to the actual rooms. Inside the sape is the rooms size. I even came up with a notation to indicate that rooms might share a wall. (using {s to point at each other.) This was so that if the map got drawn funny I could show that two rooms were right next to each other. However another use appeared and that is when when you want to break spacial law. Using the brackets you can which is great when magic and the planes are involved. It all goes together pretty well. Its amazing how easy (and cheap) things get when you put thought behind them. Aaron. [/QUOTE]
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