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Increasing my map-fu for Out of the Abyss
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<blockquote data-quote="Rod Staffwand" data-source="post: 6701661" data-attributes="member: 6776279"><p>Granted, it's taken me a couple of years of tinkering, checking out tutorials, and building up my resource library to get to that point. I could create decent maps within a couple of weeks. They had grids and were playable, but certainly weren't pretty to look at. I was going to write a tutorial and publish a resource library at one point, but could never find the time to do it.</p><p></p><p>On a similar point, I've actually given up on playing on a grid. I like a free-wheeling, open-ended, player-driven kind of game. I hate forcing parties into pre-arranged set-piece encounters and I'm not such a fan of site-based adventures either (like dungeons). As such, figuring out what maps I'd need ahead of time was always a pain. I tried using some generic maps, but I like vibrant, specific environments making repurposing difficult. I also tried more of a map tile approach with generic elements that could be assembled in the VTT to produce a unique setting, but I eventually just decided battlemaps (as fantastic as they can be), just weren't the effort for me. I'd rather spend any and all of my available prep time coming up with fun content.</p><p></p><p>Back to the topic at hand, there's also a site called Dungeon Painter Online which might be more of what you're looking for. It has its own resource library (textures and such) and can save to jpg or pdf. I haven't played around with it much, so I can't vouch for its usability.</p><p></p><p>Whatever you decide to do, may your battlemaps run red with the blood of your players' tokens!</p></blockquote><p></p>
[QUOTE="Rod Staffwand, post: 6701661, member: 6776279"] Granted, it's taken me a couple of years of tinkering, checking out tutorials, and building up my resource library to get to that point. I could create decent maps within a couple of weeks. They had grids and were playable, but certainly weren't pretty to look at. I was going to write a tutorial and publish a resource library at one point, but could never find the time to do it. On a similar point, I've actually given up on playing on a grid. I like a free-wheeling, open-ended, player-driven kind of game. I hate forcing parties into pre-arranged set-piece encounters and I'm not such a fan of site-based adventures either (like dungeons). As such, figuring out what maps I'd need ahead of time was always a pain. I tried using some generic maps, but I like vibrant, specific environments making repurposing difficult. I also tried more of a map tile approach with generic elements that could be assembled in the VTT to produce a unique setting, but I eventually just decided battlemaps (as fantastic as they can be), just weren't the effort for me. I'd rather spend any and all of my available prep time coming up with fun content. Back to the topic at hand, there's also a site called Dungeon Painter Online which might be more of what you're looking for. It has its own resource library (textures and such) and can save to jpg or pdf. I haven't played around with it much, so I can't vouch for its usability. Whatever you decide to do, may your battlemaps run red with the blood of your players' tokens! [/QUOTE]
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Increasing my map-fu for Out of the Abyss
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