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Map Notations to for Thematic and Flavor Elements
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<blockquote data-quote="MNblockhead" data-source="post: 7852183" data-attributes="member: 6796661"><p>A recent Rob Kuntz article post in these forums got me to thinking about how to build more thematic elements into my game. As I DM, I try to create tension through description but with everything you need to keep track of it can be easy to fall into "game mode." Therefore, I've found it helpful to build in elements like this that are triggered by entering certain areas. </p><p></p><p>One thing that I've been thinking of doing is doing this for non-magical triggers. I've been thinking of coming up with map symbols to represent smells, sounds, etc. That way, just my looking at the DM map I can be reminded to provide bits of flavor that help built tension or otherwise set the theme and feel of an area. </p><p></p><p>Currently, I'm run Rappan Athuk. Bill Web and team have done a great job providing notes on the smells, sounds, and other thematic elements of various areas, but you need to read the beginning notes for that area and keep it in your head or keep flipping back to remind you. It think it would be better to have a way to provide some short notes on the map itself. </p><p></p><p>For example here is the "General Features" section for one area in Rappan Athuk: </p><p></p><p><strong>[ISPOILER]Atmosphere[/ISPOILER]</strong>[ISPOILER]: Strong evil emanates from Areas 0E2-9, and -25 to -27.</p><p>High levels of magic emanate from Areas 0E2-11 and -17.</p><p><strong>Ceiling Height</strong>: Worked stone areas are 12 feet high. Natural caverns</p><p>are 10–60 feet high.</p><p><strong>Doors</strong>: Iron-reinforced wood. Require a successful DC 8 Strength</p><p>check to open.</p><p>• <em>Locked Doors</em>: Require a successful DC 20 Dexterity check with</p><p>thieves’ tools or DC 20 Strength check to open.</p><p>• <em>Secret Doors</em>: Stone. Require a successful DC 16 Wisdom (Perception)</p><p>check to find. Also require a successful DC 16 Intelligence (Investigation)</p><p>check or DC 25 Strength check to open.</p><p><strong>Shields and Wards</strong>: No detection spells work in Area 0E2-35, or they</p><p>give false results (your choice).</p><p><strong>Surfaces</strong>: All non-cave areas have cut stone walls and ceilings and stone</p><p>floors. The floors and ceilings of cave areas are covered with stalagmites</p><p>and stalactites. Walls, columns and other features on this level are dry.</p><p>Other:</p><p>• Cave areas are fungus-filled. 20% of the fungus is edible while 10%</p><p>is poisonous. Determining which is which requires a successful DC 15</p><p>Intelligence (Nature) check. A character who eats a poisonous mushroom</p><p>must succeed on a DC 14 Constitution saving throw or take 7</p><p>(2d6) poison damage.[/ISPOILER]</p><p></p><p>If I were designing a map from scratch there are all manner of ways I could design the map, such as using colors, textures, and icons to indicate atmosphere and environment. But I'm working with existing maps, so I'm basically marking up an existing image. Also, Rappan Athuk has a LOT of maps, so I want something that doesn't take more than a few minutes per map. </p><p></p><p>Looking at the description for the level above, some ideas I have for marking up the DMs map are:</p><p></p><p>Areas emanating strong magic: highlight yellow, those emanating a strong sense of evil, but a light gray highlight over. </p><p>Then in the margin I would have some general notes, such as:</p><p></p><p>Dry cut stone; Nat'l: stalac(t/m)ites & fungus </p><p>Fungus 10% poison, DC15 Nat. / DC15 Con (7 dmg)</p><p>Height=12'; Nat'l-10-60'</p><p>Doors: IRW, DC8; </p><p>Locked: DC 20/20</p><p>Secret: DC 16/16/20</p><p></p><p>For the section where detection doesn't work, I would just put a line around it and have a call out stating this. </p><p></p><p>I'm wondering if other have done something like this and any tips or methods you've found helpful.</p></blockquote><p></p>
[QUOTE="MNblockhead, post: 7852183, member: 6796661"] A recent Rob Kuntz article post in these forums got me to thinking about how to build more thematic elements into my game. As I DM, I try to create tension through description but with everything you need to keep track of it can be easy to fall into "game mode." Therefore, I've found it helpful to build in elements like this that are triggered by entering certain areas. One thing that I've been thinking of doing is doing this for non-magical triggers. I've been thinking of coming up with map symbols to represent smells, sounds, etc. That way, just my looking at the DM map I can be reminded to provide bits of flavor that help built tension or otherwise set the theme and feel of an area. Currently, I'm run Rappan Athuk. Bill Web and team have done a great job providing notes on the smells, sounds, and other thematic elements of various areas, but you need to read the beginning notes for that area and keep it in your head or keep flipping back to remind you. It think it would be better to have a way to provide some short notes on the map itself. For example here is the "General Features" section for one area in Rappan Athuk: [B][ISPOILER]Atmosphere[/ISPOILER][/B][ISPOILER]: Strong evil emanates from Areas 0E2-9, and -25 to -27. High levels of magic emanate from Areas 0E2-11 and -17. [B]Ceiling Height[/B]: Worked stone areas are 12 feet high. Natural caverns are 10–60 feet high. [B]Doors[/B]: Iron-reinforced wood. Require a successful DC 8 Strength check to open. • [I]Locked Doors[/I]: Require a successful DC 20 Dexterity check with thieves’ tools or DC 20 Strength check to open. • [I]Secret Doors[/I]: Stone. Require a successful DC 16 Wisdom (Perception) check to find. Also require a successful DC 16 Intelligence (Investigation) check or DC 25 Strength check to open. [B]Shields and Wards[/B]: No detection spells work in Area 0E2-35, or they give false results (your choice). [B]Surfaces[/B]: All non-cave areas have cut stone walls and ceilings and stone floors. The floors and ceilings of cave areas are covered with stalagmites and stalactites. Walls, columns and other features on this level are dry. Other: • Cave areas are fungus-filled. 20% of the fungus is edible while 10% is poisonous. Determining which is which requires a successful DC 15 Intelligence (Nature) check. A character who eats a poisonous mushroom must succeed on a DC 14 Constitution saving throw or take 7 (2d6) poison damage.[/ISPOILER] If I were designing a map from scratch there are all manner of ways I could design the map, such as using colors, textures, and icons to indicate atmosphere and environment. But I'm working with existing maps, so I'm basically marking up an existing image. Also, Rappan Athuk has a LOT of maps, so I want something that doesn't take more than a few minutes per map. Looking at the description for the level above, some ideas I have for marking up the DMs map are: Areas emanating strong magic: highlight yellow, those emanating a strong sense of evil, but a light gray highlight over. Then in the margin I would have some general notes, such as: Dry cut stone; Nat'l: stalac(t/m)ites & fungus Fungus 10% poison, DC15 Nat. / DC15 Con (7 dmg) Height=12'; Nat'l-10-60' Doors: IRW, DC8; Locked: DC 20/20 Secret: DC 16/16/20 For the section where detection doesn't work, I would just put a line around it and have a call out stating this. I'm wondering if other have done something like this and any tips or methods you've found helpful. [/QUOTE]
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