I hate making maps!

I look for interesting buildings in real life, note how they're laid out, and just change the flavor.

My college campus has a lot of buildings with unusual architecture. A lot just have four different entrances on different floors because they're built on the sides of hills, while one pair are connected by a skywalk because it was decided the library needed to expand into the adjacent building, and some are just weird because they used to be dorms or chapels but were re-purposed into class buildings.

The best example, though, is Emory Hospital. It was originally one building on the west side of Clifton Rd. Then they built a second wing north down the street ten years later. Then they built a six-story parking deck across the street on the east side. Then they expanded the first building so it connected to the second wing. Then they built a skywalk across the road, added a small park with benches and trees alongside the parking deck, and constructed a massive 8-story edifice whose purpose I still do not know. The whole complex is fairly tightly packed, but the architecture changes dramatically between the different eras.

In one campaign, I used it as a baseline for the Imperial Palace of the villain, replacing the roads with canals and moats, and casting it all in neo-gothic stone architecture. The mysterious 8-story section became the quarters for the elite guards, with guest quarters above them, and a massive ballroom on the top floor, looking out at the lake surrounding the palace.

When I had that in mind, I sketched it in about five minutes, and ignored specific details. I just cared about how the important locations were connected, and didn't worry about the countless unimportant rooms. If I needed to figure out what one of them looked like for an encounter, I just made it up.
 

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I love making maps, but I am very a hands on t-square and graph paper type map maker. I have just recently began to look into computer possibility.

Last year I made scale maps of rooms for the climactic adventure of the campaign for use with minis - most of them in full color. I am by no means an artist or have much skill in drawing - but the thing about a map is that it is abstract - so don't have to worry too much about artistic skill. ;)
 


I'm putting together a campaign right now, and the maps I'm making (town, sewer dungeon, island, lizardman village, and cave) are really just flowcharts. I just note the interesting areas and draw lines to show which areas connect to which others. Rooms or areas where a fight is most like to take place is then fleshed out with a small map, and more detailed notes about inhabitants, treasure, etc.

The island map also has travel times between areas noted on it.

I'm not sure exactly how this is going to turn out in actual play, though I hope it should help the adventure move along briskly as a lot of the dungeon "chaff" is cut out.
 

Mercule said:
Is there a cure? What is it?
Yes, don't use a map at all. Instead write down the main encounters you would like to introduce in order of escalating drama. Next, select a Knowledge skill reflecting the environment. So, if it's an old abandoned mine Knowledge (dwarven lore) might be appropriate, whereas for a cavern Knowledge (Nature) makes sense (of course, a player may default to Intelligence). Now prepare a table that involves that skill, reflecting a PC's success navigating the "dungeon." For example...

Mines of the Dwarf Lord Karagh Greybeard
Navigating Skill: Any Craft, Knowledge, or Profession skill involving dwarves/mining

DC...............Result (if multiple listed, choose one)
5 or less.......Encounter #1
9 or less.......Lost for an hour, floor crumbles away, flock of bats, ghost miner ambush
10-14..........Safe navigation, minor combat with ghost miners
15-19..........Encounter #2
20-24..........Encounter #3
25-29..........Encounter #4
30 +............Encounter #5

What you're creating here is an "encounter map" which will be many times more useful than
a simple map.
 


I also hate making dungeon maps, with city maps not far behind (overland, small town and building maps are fun). I steal from any and every resource I can to get dungeon and city maps, and there are a whole lot of 'em kicking around, as has already been mentioned.

Quickleaf's idea is interesting, too. Especially for maze-like areas. Ugh, for what one would think is a staple of fanatsy RPGs, the maze is a god-awful thing to run/play.
 

Yes, don't use a map at all. Instead write down the main encounters you would like to introduce in order of escalating drama. Next, select a Knowledge skill reflecting the environment. So, if it's an old abandoned mine Knowledge (dwarven lore) might be appropriate, whereas for a cavern Knowledge (Nature) makes sense (of course, a player may default to Intelligence). Now prepare a table that involves that skill, reflecting a PC's success navigating the "dungeon." For example...

Mines of the Dwarf Lord Karagh Greybeard
Navigating Skill: Any Craft, Knowledge, or Profession skill involving dwarves/mining

DC...............Result (if multiple listed, choose one)
5 or less.......Encounter #1
9 or less.......Lost for an hour, floor crumbles away, flock of bats, ghost miner ambush
10-14..........Safe navigation, minor combat with ghost miners
15-19..........Encounter #2
20-24..........Encounter #3
25-29..........Encounter #4
30 +............Encounter #5

What you're creating here is an "encounter map" which will be many times more useful than
a simple map.

This is pretty much EXACTLY what I do, except I use Survival or Navigate (an Int skill) instead of Knowledge. I make the number and difficulty of the encounters dependant upon the DC they hit, so at a high DC, they will pretty much find their way to the inner sanctum without trouble, but at a low DC they might trigger a trap that gets them lost for a day and releases something horrible to stalk them.

I really like maps, but the layout I use to play in can't stand 'em, so I don't use them. I do use pictures of places as window dressing, to get a sense of framing, however.
 

If you have a mapping program, such as Fractal Mapper, there are large archives of fan submitted maps. Even free mapping programs often have an area set aside for such. I would give a link to the Archive.org archive of Dungeon Crafter, but Archive.org seems to be having some difficulties today. Hopefully I will remember to try again later.

The Auld Grump
 

Ah, here we go - sort of. While many of the links show the little 'broken image' icon most of them still lead to the maps, whether or not it shows on the page. My own contribution on that page was done to show how a background could be used in the program, and is no great shakes as a map.

It may take a few attempts, Archive.org is acting a bit strange lately.

The Auld Grump
 

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