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What makes a good map good?
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<blockquote data-quote="pming" data-source="post: 7959359" data-attributes="member: 45197"><p>Hiya!</p><p></p><p>I agree with [USER=16077]@3catcircus[/USER] about the "clean black and white"...although a "clean coloured version" can be almost as easy to read....but those are almost non-existent, as most/many people think that making everything "blurry and blended, with lots of dots around the edges" is a good thing.</p><p></p><p>Harn has some amazingly clean maps; both their indoor b/w ones, and their outdoor colour ones. Simple colour scheme, mostly 'flat' colours, no shading, and simple symbolism (re: squiggly lines for farm/garden furrows, for example). I'm also partial to the maps from Warhammer (1st edition) in the main rule book. Black and white, with more of a 'hand drawn' vibe to them than the Harn ones (Powers & Perils also has this sort of map style).</p><p></p><p>Anyway....designing a dungeon is easiest if you first know <em>why</em> it is actually there. The person(s) who created it is the second most important thing. After that, Who and Why....you can fill in the What, Where and How. A dungeon carved in the side of a dormant volcano will be different from one carved out of the side of a cliff made of clay and shale, which will be different from one dug out of dirt and loose gravel. Each would have different "safety" features (supports, drainage, bricks/flagstone/cobblestone, etc).</p><p></p><p>To this day, I still find the 1e AD&D "Dungeoneers Survival Guide" to be great for ideas and suggestions. You can grab a PDF off of RPGNow for $11 bucks or something (<a href="https://www.drivethrurpg.com/product/17006/Dungeoneers-Survival-Guide-1e" target="_blank">Dungeoneer's Survival Guide (1e) - Wizards of the Coast | AD&D 1st Ed. | Rules | DriveThruRPG.com</a>).</p><p></p><p>^_^</p><p></p><p>Paul L. Ming</p></blockquote><p></p>
[QUOTE="pming, post: 7959359, member: 45197"] Hiya! I agree with [USER=16077]@3catcircus[/USER] about the "clean black and white"...although a "clean coloured version" can be almost as easy to read....but those are almost non-existent, as most/many people think that making everything "blurry and blended, with lots of dots around the edges" is a good thing. Harn has some amazingly clean maps; both their indoor b/w ones, and their outdoor colour ones. Simple colour scheme, mostly 'flat' colours, no shading, and simple symbolism (re: squiggly lines for farm/garden furrows, for example). I'm also partial to the maps from Warhammer (1st edition) in the main rule book. Black and white, with more of a 'hand drawn' vibe to them than the Harn ones (Powers & Perils also has this sort of map style). Anyway....designing a dungeon is easiest if you first know [I]why[/I] it is actually there. The person(s) who created it is the second most important thing. After that, Who and Why....you can fill in the What, Where and How. A dungeon carved in the side of a dormant volcano will be different from one carved out of the side of a cliff made of clay and shale, which will be different from one dug out of dirt and loose gravel. Each would have different "safety" features (supports, drainage, bricks/flagstone/cobblestone, etc). To this day, I still find the 1e AD&D "Dungeoneers Survival Guide" to be great for ideas and suggestions. You can grab a PDF off of RPGNow for $11 bucks or something ([URL="https://www.drivethrurpg.com/product/17006/Dungeoneers-Survival-Guide-1e"]Dungeoneer's Survival Guide (1e) - Wizards of the Coast | AD&D 1st Ed. | Rules | DriveThruRPG.com[/URL]). ^_^ Paul L. Ming [/QUOTE]
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