Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
How To Teach New DMs (Dungeon crawling, etc.)
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Lanefan" data-source="post: 9031028" data-attributes="member: 29398"><p>I'd add a sixth one, as it's often very relevant: <em>What have the current occupants and-or any other intervening occupants done to the place since it was built?</em> I just got done putting together a dungeon that's old enough it really didn't matter what it was originally built for, as the subsequent occupants (most notably, the current one) have made so many changes to it that the only relevant things remaining from the original are a couple of forgotten chambers and the very distinctive exterior.</p><p></p><p>I use brown for doors and a red line to show it in the partly-open position (unless it's not on conventional hinges e.g. a sliding door, in which case the red line just parallels the door). For outdoors maps I've always used squares, as six-way hexes don't play nice with eight cardinal compass points and I do all my narration by compass. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>I usually put a 'T' on trap doors or hatches in the floor to remind me what it is. I also sometimes use brown instead of black to indicate wooden balconies and the like.</p><p></p><p>I also do the narrow-to-wide, and if it still seems unclear I put "up" and "down" text at each end (or, if it'll fit, "Up to [area xx]" or "Down to [area xx"]". Spiral stairs are the worst for trying to show which way goes up/down.</p><p></p><p>Sorry, but having run a few published dungeons where isometric maps were all they gave, they'rre hideous to use!</p><p></p><p>One other tip for mapping that often gets overlooked: unless all the floors are dead level, show elevation differences somehow. Doesn't have to be as fancy (or as messy) as full contour lines, but a simple 0' or +4' or -12' here and there, relative to an obvious peg point such as the floor level in room 1, can really help in caverns and other non-level terrain...or when otherwise smooth floors are on a slope. This can also sometimes be useful for showing the elevation difference between the top and bottom of stairs or shafts or banks.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 9031028, member: 29398"] I'd add a sixth one, as it's often very relevant: [I]What have the current occupants and-or any other intervening occupants done to the place since it was built?[/I] I just got done putting together a dungeon that's old enough it really didn't matter what it was originally built for, as the subsequent occupants (most notably, the current one) have made so many changes to it that the only relevant things remaining from the original are a couple of forgotten chambers and the very distinctive exterior. I use brown for doors and a red line to show it in the partly-open position (unless it's not on conventional hinges e.g. a sliding door, in which case the red line just parallels the door). For outdoors maps I've always used squares, as six-way hexes don't play nice with eight cardinal compass points and I do all my narration by compass. :) I usually put a 'T' on trap doors or hatches in the floor to remind me what it is. I also sometimes use brown instead of black to indicate wooden balconies and the like. I also do the narrow-to-wide, and if it still seems unclear I put "up" and "down" text at each end (or, if it'll fit, "Up to [area xx]" or "Down to [area xx"]". Spiral stairs are the worst for trying to show which way goes up/down. Sorry, but having run a few published dungeons where isometric maps were all they gave, they'rre hideous to use! One other tip for mapping that often gets overlooked: unless all the floors are dead level, show elevation differences somehow. Doesn't have to be as fancy (or as messy) as full contour lines, but a simple 0' or +4' or -12' here and there, relative to an obvious peg point such as the floor level in room 1, can really help in caverns and other non-level terrain...or when otherwise smooth floors are on a slope. This can also sometimes be useful for showing the elevation difference between the top and bottom of stairs or shafts or banks. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
How To Teach New DMs (Dungeon crawling, etc.)
Top