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<blockquote data-quote="Malmuria" data-source="post: 9054034" data-attributes="member: 7030755"><p>Ok I'm back! I don't know if it is #dungeon23 per se, as it is not a mega dungeon, but I did start a new large dungeon. </p><p></p><p>The problem I'm trying to address with this dungeon is how to effectively represent both horizontal and vertical space on the same map in a way that radically increases opportunities for Jacquaysing. Traditional dungeon maps, aside not being at all related to how people actually build buildings, are actually quite small and flat; verticality can be represented by stairs of course but usually just to the next level and usually in a way that can be difficult to parse (though that can be the charm of them). Sideview maps need to be paired with horizontal ones. Isometric maps are hard to draw especially for large scale environments. Pointcrawls allow for larger spaces, but don't fundamentally solve this problem.</p><p></p><p>I wrote about this <a href="https://familiarwaves.substack.com/p/going-underground" target="_blank">here</a>, but basically my thought was that a metro map could be used to express horizontal and vertical connections together, with each "line" of the metro representing a lower depth. My original #dungeon23 idea was just to do an actual metro, with the stations being the weekly dungeons, but drawing the maps was too time consuming.</p><p></p><p>Anyway, so I started again, this time with a more straightforward concept of a large cave system. I drew each "line" by rolling 4d6. The numbers on the die also correspond to what kind of thing the PCs find at that location (creature, faction, environmental hazard, path back to surface).</p><p></p><p>[ATTACH=full]288866[/ATTACH][ATTACH=full]288867[/ATTACH]</p><p></p><p>I kept doing this until I had all the lines. If a die naturally fell next to an existing location, then that was a connection between lines. Otherwise, I made connections at some areas where lines crossed each other. The end result was this</p><p></p><p>[ATTACH=full]288868[/ATTACH]\</p><p></p><p>Ideally, I would draw each location in a more conventional form and key it. But I found that the map drawing was the most time consuming part of the project, and what led to burnout/not having enough time initially. So I'm just going to describe them. There are some 34 locations in all, and I'll probably make 3-4 factions.</p><p></p><p>[ATTACH=full]288869[/ATTACH]</p></blockquote><p></p>
[QUOTE="Malmuria, post: 9054034, member: 7030755"] Ok I'm back! I don't know if it is #dungeon23 per se, as it is not a mega dungeon, but I did start a new large dungeon. The problem I'm trying to address with this dungeon is how to effectively represent both horizontal and vertical space on the same map in a way that radically increases opportunities for Jacquaysing. Traditional dungeon maps, aside not being at all related to how people actually build buildings, are actually quite small and flat; verticality can be represented by stairs of course but usually just to the next level and usually in a way that can be difficult to parse (though that can be the charm of them). Sideview maps need to be paired with horizontal ones. Isometric maps are hard to draw especially for large scale environments. Pointcrawls allow for larger spaces, but don't fundamentally solve this problem. I wrote about this [URL='https://familiarwaves.substack.com/p/going-underground']here[/URL], but basically my thought was that a metro map could be used to express horizontal and vertical connections together, with each "line" of the metro representing a lower depth. My original #dungeon23 idea was just to do an actual metro, with the stations being the weekly dungeons, but drawing the maps was too time consuming. Anyway, so I started again, this time with a more straightforward concept of a large cave system. I drew each "line" by rolling 4d6. The numbers on the die also correspond to what kind of thing the PCs find at that location (creature, faction, environmental hazard, path back to surface). [ATTACH type="full" width="362px"]288866[/ATTACH][ATTACH type="full" width="342px"]288867[/ATTACH] I kept doing this until I had all the lines. If a die naturally fell next to an existing location, then that was a connection between lines. Otherwise, I made connections at some areas where lines crossed each other. The end result was this [ATTACH type="full" width="688px"]288868[/ATTACH]\ Ideally, I would draw each location in a more conventional form and key it. But I found that the map drawing was the most time consuming part of the project, and what led to burnout/not having enough time initially. So I'm just going to describe them. There are some 34 locations in all, and I'll probably make 3-4 factions. [ATTACH type="full"]288869[/ATTACH] [/QUOTE]
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