GM Notebook Essentials #4: Maps
Maps are the great joy of being GM. Come on, how may of you reading this open up a new adventure and immediately flip to look at the map? I bet it’s most of you. I know I do. Maps are just plain cool. Be they maps of a dungeon, a tower, a castle, a ship, a city, or an entire continent, it doesn’t matter: They’re cool. Ravenloft was a great 1E adventure. It was the first real integration of dungeon crawl, plot, and horror into a D&D adventure. But what blew me away was the 3D map of the castle. That map just rocked.
Maps are cool. They are also essential to running a game. They also happen to be the most time consuming and a biggest pain in the dice bag to design on your own.
When drawing a map, it can quickly go nowhere, become pointless, or worse, you get “writers block” unless you spend lots of prep time to know everything you want out of the map and the adventure. Designing a cool map to include everything needed plus extra cool stuff you want is beyond this thread, but suffice to say the prep work is time intensive.
Then you need to draw the map. And then you need to finish that map. Finally, you’re a GM, which means you are a creative assertive type who knows what the “vision” is of your map/adventure/campaign. If you’re like me, you’re not always happy with how things look. Thus starts the fun process of redoing the map. “I’ll only tweak it a bit!” Wash, Rinse, Repeat…
Time that would be better spent on adventure design and world creation; you don’t have to be Tolkien and create the elven language just to write your version of Lord of the Rings!
The last five paragraphs are nothing more than me dramatizing a point made very subtly in the other three posts. The notebook is a time saver, but save your self even more time by getting the work pre-done for you when possible. Someone has spent the time making lists of medieval names, or generators of inns, or has created spreadsheets for you to use. A lot of people with the skill, time, and access to great equipment have also made some great maps. Remember, that’s why we love to flip to the map first when we buy an adventure. Someone got paid to make that map and odds are it’s really cool!
That map is just waiting for you to use it. Just because your characters are not going to adventure in “Undermountain” anytime soon doesn’t stop you from copying parts of that bad boy, mark a few changes, and then send your characters into
your new adventure “Sea Caves of the Kuo-Toa”. They’ll never know they are really walking through downtown Skull Port on the 3RD level of Undermountain…
If you have been playing a while, you probably have tons for books on the shelf just ready to be cannibalized for the cause. If you are new to the game, there is plenty of used bookstores out their with old discount adventures waiting to be mined and the internet will become your best friend. If you’re a real gamer geek, then you’ve already abused all three options.
There are TONS of websites with maps. Maps of medieval Europe, castles, catacombs, tombs, ships, towers, and on and on. If it interests you, then it interested someone else even more, and they most likely put it onto the web. But it gets better, there is plenty of gamer sites out their with maps also. Just check out the link to the Wizards site for some great old adventures free for downloading. Tons of maps are just waiting for you to turn them into modern masterpieces.
This advice goes beyond the notebook. This advice is going to be a real time saver across the board in adventure design, campaign creation, and dungeon delving. Get copies of maps, whether it’s downloads or copies of things lying around on the shelf, but get those maps. Copies are good so you can change them without ruining the original. You can always make another copy later if you muck up the current one or expend it on an adventure.
Take all those maps and place them in a folder. Next time you need a map or two for an adventure, just open the folder and go shopping. Don’t be afraid to alter the map, that’s why they are copied. Heck, change the entrance. Fill in corridors that go off the page or add rooms. Change anything. Flip it upside down if you want. It’s yours.
You can still make your own maps, they are great fun to do, or you may need to if you are missing something in particular, but odds are you can find most of what you want if you look around.
Now how does this all relate to the Essential GMs Notebook? You are going to want to keep some maps at the ready in your notebook. What kind of maps will you need? Here’s a short list of great maps to have “just in case”:
Inns
Taverns
Temples
Warehouses
Ships
Towers
Castles
Catacombs
Tombs
Small Dungeons
Small hamlets
Random buildings
Take a minute to think about the kind of games you run and were the PCs are like to go. You may realize that wilderness travel is a big part of your games so you may want a few wilderness sites or bandit camps available. Or you may realize your players get into a lot of trouble in towns, and decide to add a few extra merchant shops or government buildings *cough* jails *cough*
Once you have your list, these are the maps you will want to place in your notebook. That way the next time your players surprise you by starting a fight in an inn, or you decide to drop an assassin on the players while they sleep, or some old flavor text suddenly gets a vote to be explored, you're ready to roll.
While you’re at it, take a minute to grab a piece of graph paper and scribble random squares, circles, and lines connecting them. This advice has been written in the Wizards core rulebook II and it has worked real well for me. Don’t get fancy, just some flowchart type diagrams. They don’t have to go anywhere or serve anything right now. These little diagrams make great little maps in a pinch. I’ve used them for maps of sewer systems, trails through swamps, a forest game trail, and even a pocket dimension once! They serve in a pinch for something minor you don’t need to blow a “good” map on. The players “see” your flavor text, you see the diagram.
Not only will having a variety of maps ready to go be a lifesaver, but also prepping all those maps ahead of time will inspire many adventures to come.
Now, the next time the players decide to start a fight in some small shop or go explore some cave. Don’t pull out your hair. Just pull out your trusty notebook, look them in the eye, and say, “Of course you do…”
Great Links:
Classic Adventures
Map of the Week
Free Small Adventures
Phineas' Dungeon Maps o' the Week