Paul Farquhar
Legend
The posh folk would have a gardrobe in a turret on an upper level, everyone else uses buckets.It’s a keep...would they have a pit toilet at ground level or at some higher level?
The posh folk would have a gardrobe in a turret on an upper level, everyone else uses buckets.It’s a keep...would they have a pit toilet at ground level or at some higher level?
That's pretty much all I wanted. Enough thought and detail to make it believable without having to invest hours and hours into designing the map. When the players are mapping it themselves, it is complex enough to make them wonder at times just where they are.For me that's an example of "good enough". You don't need to go for perfect realism all the time. You just need to be plausible enough, and that cavern hits most of the important points such that although it's pretty darn unlikely, it is plausible enough that I would believe it could occur in the real world.
It gets one thing exactly right, and that's that cave passages cut along a single plane look almost exactly like maps of waterways. The map you have is the map of a drainage system with some extra complexity that comes from being in a 3D space and not just one the surface of the land.
The one thing that it gets wrong is something that is worthwhile overlooking, and that's that you almost never see a cavern map that is a drainage system which branches that much over that short of a distance, for the same reason that on the surface you almost never see streams and brooks that branch that much over that short of a distance. You can find a cavern complex that is small and branched, but those caves are almost never the result of drainage systems, but are usually fracture systems with water seeping along cracks in the crust. However, this is something that I think is fully justified for gameplay purposes, for the same reason that most real world buildings are symmetrical, but dungeons should never be symmetrical and should be drawn exclusively from realistic and plausible architecture that isn't, or otherwise should find ways to break symmetry (like one wing collapsed).
Which would still need to be carted away and disposed of.
With some absolutely marvelous exceptions so many dungeon maps presented in official products, be it PnP or also many computer games, have floor maps which commonly lack one thing: Any connection to realism purpose or aestethic.
A lack of experience in architectural design doesn't excuse the idea of having fifty feet of solid rock in between the dining room and the barracks. Anyone can do better than that.That's three things - 1) Realism, 2)Purpose, and 3) Aesthetic.
And, we can note the floor maps probably commonly lack one other thing - designers who have actual skill in architectural design. They were drawn by RPG developers, not Frank Lloyd Wright. What do you expect?
Is this thing tunneled out of solid rock? If so, I don't see it as the egregious error that you do. YMMV I guess. As a general comment anyway, getting granular about a specific map might look different.A lack of experience in architectural design doesn't excuse the idea of having fifty feet of solid rock in between the dining room and the barracks. Anyone can do better than that.
It's a waste of rock and labor, especially because walking fifty feet to get from one room to the next is a costly investment when your hallways are tunneled out of solid rock, nevermind when they're built out of wood, bricks, or whatever else.Is this thing tunneled out of solid rock? If so, I don't see it as the egregious error that you do. YMMV I guess. As a general comment anyway, getting granular about a specific map might look different.
It's a waste of rock and labor, especially because walking fifty feet to get from one room to the next is a costly investment when your hallways are tunneled out of solid rock..