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Help me design a city--new paradigm?
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<blockquote data-quote="EvilDwarf" data-source="post: 3422778" data-attributes="member: 46843"><p>I'm really inspired to begin a campaign series which is set entirely (or nearly so) within an ancient ruined city. Yeah, nothing new on the surface (pun intended), but I have some ideas that I want to try out. For instance, I just got Dungeonscape--a GREAT read, BTW--but want to add the twist that the mega-dungeon is actually the city, sort of a dungeon-city.</p><p></p><p>Anyway, I've been playing around with maps, tiles, Dundjini, Autorealm, etc., and am finding I'm just plain tired of the top-down (or MAYBE even isometric) city map--such as the city maps in Cityscape.</p><p></p><p>Does anyone have or has anyone implemented some kind of new paradigm or different city layout/design paradigm for such an adventure? Some things I had considered were flowcharts instead of a city map, sort of like the old Zork maps, or using a "narrative" map where the whole city would be nothing but a series of descriptions of locations, "you are in the Plaza of the Kings--great crumbling stautes stripped of their gilding line the street, to the north is the Grand Plaza and to the west is the Tower of Angalor," etc.</p><p></p><p>Anyone tried a new/different approach to ruined city adventure mapping?</p><p></p><p>Thx.</p></blockquote><p></p>
[QUOTE="EvilDwarf, post: 3422778, member: 46843"] I'm really inspired to begin a campaign series which is set entirely (or nearly so) within an ancient ruined city. Yeah, nothing new on the surface (pun intended), but I have some ideas that I want to try out. For instance, I just got Dungeonscape--a GREAT read, BTW--but want to add the twist that the mega-dungeon is actually the city, sort of a dungeon-city. Anyway, I've been playing around with maps, tiles, Dundjini, Autorealm, etc., and am finding I'm just plain tired of the top-down (or MAYBE even isometric) city map--such as the city maps in Cityscape. Does anyone have or has anyone implemented some kind of new paradigm or different city layout/design paradigm for such an adventure? Some things I had considered were flowcharts instead of a city map, sort of like the old Zork maps, or using a "narrative" map where the whole city would be nothing but a series of descriptions of locations, "you are in the Plaza of the Kings--great crumbling stautes stripped of their gilding line the street, to the north is the Grand Plaza and to the west is the Tower of Angalor," etc. Anyone tried a new/different approach to ruined city adventure mapping? Thx. [/QUOTE]
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