A Walk in the Dark A look in to the mind of an RPG designer

      

28Nov/11Off

In the Shadow of the Great Dragon

Gosh, has it been that long since a post?

As of late, my life has been somewhat complicated due to work and "real life", but that's not to say that I'm sitting on my hands doing nothing.

Recently I've given a lot of thought to my campaign The Coming Dark, and I'm starting to realize the problems with it. Maybe it's overexposure, maybe it's disillusionment, maybe it's the infamous "DM burnout"... I don't know. The one issue I have with it that I can point to and say "that's a problem" is that it's somewhat of a linear adventure; everything must happen in a certain order, and the players really have no option to diverge from the set path. At first I didn't have much a problem with it, but participating in a few games and seeing the community's commentary on the subject makes me realize that not many people really want an adventure that is "on rails". Players want diversity, an option to diverge from the path before them and get creative with the world around them. They seem to want an open system, an environment where the DM ends up improvising a lot that goes on.

For that reason, I've once again began to work on another campaign, and it's another big one (100+ pages as we speak) but it has a lot of room to play around in.

The premise (this is a very rough draft): 

     A long time ago, a great dragon known as Vulkanon lived inside a volcano on the small island of Pyrias, from which he tormented and destroyed everything around him. A group of adventurers led by a mage named Raylen Darathar entered the volcano to stop this menace... Nobody knows what happened inside, but Raylen was the only person to escape the volcano alive. Even so, he was successful and the volcano fell silent. The great dragon was no more.

     But something inside Raylen changed as a result of the experience, and he became more hostile towards the people of the surrounding islands. The residents of Serpent's Cove - a small fishing village on the far end of the island of Pyrias - had a great deal of conflict with the mage, and eventually they had no choice but to banish him from the island. Raylen died shortly thereafter.

     Now, several decades later, Mazon Darathar - Raylen's son - has returned to the island of Pyrias with one objective: revive the great dragon Vulkanon and use his immense power to destroy the village that banished his father. Filled with vengeance and the need revenge, he entered the volcano... and the tremors have started once again. No one knows whether it's even possible for him to revive the great dragon, but the village of Serpent's Cove and the surrounding islands can't take that chance.

Here are some of the features in it:

  • The primary setting is an island with a volcano on it, giving the players the opportunity to explore the island itself before delving in to the dungeons towards their primary goal.
  • Besides the two major quests, there are several side quests that the players can pursue. Plus there are a few areas that are surprises, such as a hidden vault of treasure somewhere in the mountain.
  • There are actually two separate dungeons that the players can traverse to reach their goal: one of them is the Temple of Blackfire, populated by the religious zealots of the Blackfire Order that worship their "great dragon god" Vulkanon, and the site of the original temple that was abandoned due to a landslide but is now the point of entry of a large group of orcs that seek to claim the temple's treasures. Players are not require to go through both areas to reach their primary objective, but if they are in the mood to explore or to get more glory and treasure (such as the hidden vault, or a powerful artifact, or just a boatload of experience and things to kill) they can enter these areas easily.
  • It is theoretically possible to reach the "endgame" encounters without any combat at all, using a series of complex skill challenges and a lot of roleplaying.

So I'm somewhat pleased with this new module, and if people out there don't run it as-is there sure are various concepts in it that can be reused. As I said, it's a big one but the players are not expected to visit every room in it. There are two areas that link up to the BBEG's inner sanctum, and even in those areas there are multiple paths and side rooms they can explore. Lots of encounters, lots of traps and the occasional solo thrown in for good measure.

As a sample of the product, I'm including two excerpts. The reason I'm including these is not only to give you a taste but they are some of the areas I'm somewhat concerned about in terms of mechanics.

  1. The Blackfire crypt in the abandoned temple, now homw to a group of undead horrors that seek to suck the life out of the living. Although this is loosely based on the Deathgrasp Sarcophagus in Dragon Magazine - instead of one, there are eight sarcophagi - I debated whether to make this a trap or an actual set of creatures. It's kind of both, so I hope I've documented it adequately enough to make it an interesting situation.
  2. The Heart of Fire, an artifact that can be assembled and has extraordinary power over elemental fire. I've never created a sentient artifact before and flavor text isn't really my strong point, so I'm concerned whether this is overpowered, underpowered or just plain wrong.

 Feedback on the above is appreciated!

The module doesn't have an official name yet, but it is intended for a full party of level 10 characters and should be available within the month. I still have the usual issues - no artwork, and I despertately need to find someone to draw me a map of the island - but it's getting there.

One of these days I'll re-visit The Coming Dark, perhaps rework it so that it's not so linear.

Anyway, stay tuned; I'm still around! 🙂

-=o=-

On an unrelated note, The Endless Winter is now available in softcover color on Drive Thru RPG! It's on Lulu as well, but almost 80% more expensive as I've mentioned before. And as soon as I get around to making cover art for it, The Dragon's Master will be up there as well.

Please visit the Darklight Interactive page on Drive Thru RPG and enjoy my stuff!

When I get around to it (that's a common theme with me, if you haven't noticed), I will finish creating my own store front where all these products will be available as well. Stay tuned for that, too!

3Nov/11Off

Print Publishing In a Digital Age

See my name on the cover?!? BOOM!!!

For the past few weeks, in and around moving from one house to another, I've been working on getting a hardcopy version of "The Endless Winter" up for sale somewhere.

Actually, let me clarify that... This all started with my own desire to have a tangible, hardcopy version of something I created that I can hold in my hands, raise over my head and shout "I MADE THIS!!!" I've been doing game design for nearly twenty years and everything that I've published has been virtual; when asked "can I see the game you wrote?", the only response I had was "go to this website and download it." Now I actually have a physical product I can shove in people's faces screaming "HERE!!! LOOK!!! THAT'S ME!!!" while I'm giggling like a schoolgirl.

This all may sound somewhat silly to you... But I have to admit I'm somewhat old school in this regard. In this day and age, where the print medias are dying a slow and painful death at the hands of e-readers, a physical copy is meaningless and might never be bought by a single person. In fact, I myself might be criticized as a "tree killer" for even considering printing a product.

But, you know, it feels good to hold it in your hands. It really does. It's like cradling a newborn child, thinking how you made that possible with your own two hands (or other parts, as the case may be). It's extremely satisfying.

So in order to figure all this out I used two separate venues: Drive Thru RPG's printing service and Lulu. As I analyzed these two services, I noticed that Lulu was significantly more expensive then Drive Thru RPG, and I wasn't sure why at the time. I mean... it's an identical product, isn't it? Well here's a little more information on that.

Drive Thru RPG

"The Endless Winter" was already listed on Drive Thru RPG, so it seemed a logical choice to try their printing services. It also helped me understand exactly what is involved in getting something ready for publication - I have to start thinking about things like bleed, saturation and color space, proper contrasting colors when printing to black and white, etc... - so there was a lot of trial and error as I went back and forth. It doesn't help that it takes Drive Thru RPG three days to tell you the file you uploaded was wrong, so it took me almost two weeks to get a version finally viable for publication.

Drive Thru RPG forces you to order a "proof" of the publication before you can put it up for sale, and you have to buy it at the price it costs to print (more on that later) and with royalty credit, so I ordered both softcover color and softcover B/W. When I got them, I was excited beyond belief - "look mom! I wrote this!!!" - but there were still some issues that had to be addressed. And those issues were mostly due to color selection and contrast, such as the "Dark" in the word "Darklight" being illegible on the cover (due to a lack of a lighter edge) or the wooden bridge being indistinguishable from the chasm in the black and white version due to no contrast. Nothing major, and all easily corrected.

Drive Thru RPG was pretty reasonably priced, significantly cheaper than Lulu, but you do not get a free proof. As far as royalties, if you sell a copy your revenue is calculated after they take their printing cost; for example, if you sell your book for $20 and it costs $15 to print, your revenue is based on the $5 difference.

Lulu

The first thing I noticed about Lulu is that it is a LOT more expensive. I mean like two to three times more expensive than Drive Thru RPG... So much so that the cost of printing no longer puts me at a competitive price point with other similar products. At first that didn't make much sense to me, but in time I noticed some significant differences and important features Lulu provides:

  • For every publication you get a free ISBN (owned by Lulu, but still). This is a somewhat important number, and identifies your product as unique to the world. If you were publishing on your own, it would cost you $125 to get one ISBN (the price goes down if you buy several at a time).
  • Lulu has several other avenues of sale than just their website; you can sell it on Amazon, for example. Your profit may get eaten up by the $10 "Retailer Fee", so you might want to start hoping for some serious volume.
  • The first proof of a product is FREE. You have to pay for shipping, but that's significantly cheaper for something that could effectively be a shot in the dark.

And, above all that, I have to say one thing: the hardcopy proof I received from Lulu is stunning compared to the Drive Thru RPG one. Print quality and materials are superior by far, it's not as over-the-top glossy as the Drive Thru RPG prints (which are pictured above) and it just feels like a quality product. By comparison, it makes the Drive Thru RPG softcover feel like newspaper stock.

Lulu's very blunt about their prices, but they do not appear to take a percentage beyond the cost of printing the product. So if your product costs $15 to print and you sell it for $20, you keep the $5 difference in full. Despite that, since Lulu's prices are higher you're not making as much money, but with the possibility of selling it across multiple major venues that may balance out due to volume (one can only hope).

Conclusion

So while I wait for my final proofs from Drive Thru RPG, I have listed "The Endless Winter" on Lulu. I'll be honest: that's not the price I want to sell it at, but as it is I'm not making a whole lot of profit and if I price it any lower I'm losing money. Once the Drive Thru RPG proofs clear, I'll list it there significantly cheaper but arguably inferior in quality.

Is the quality worth the significant price difference? Some would argue yes, others not. Personally, if I saw both products side by side I'd be somewhat hard pressed to pay almost double for the Lulu one, but I guess it matters on what you're buying. If this was meant to be a coffee table book or something that would serve in part as decoration then yes, the Lulu book is much prettier. If it's just to run the campaign, heck, I can do with printing the PDF personally.

So buy it at Drive Thru RPG if you:

  • Want to save a few bucks.
  • Just want a print copy, knowing full well that it's not as high quality of a print copy as it can be.
  • Are feeling charitable and want to help me out by buying at a place that gives me  better revenue margin.
  • Have store credit that you want to burn.

Buy it at Lulu, Amazon or wherever else if you:

  • Want a high quality, really nice looking product.
  • Want to help put me at the top of Amazon's bestseller list.

On a semi-related note, I am in the process of creating my own online store where I can sell all my products and not have to worry about someone taking part of my margin. This will allow me to do things like buy hardcopies in bulk (Drive Thru RPG gives a 5+% discount if you buy 50 or more of your own product) and make more. Stay tuned for that!

Future Projects

I have a few other things in the works, including another module that is somewhat inspired by Fourthcore. Once I have something to show for that, I'll post it. One teaser: an exploding island is involved... Should be fun.

I also have some more Gamma World Remnants to post, such as the reactor room from Where Worlds Collide. That will be posted in the next week or two.

In the meantime, you can watch the orc horde trounce anyone that opposes us in the Fourthcore Team Deathmatch, Round One!!!

1Nov/11Off

Brief Hiatus

Gosh, has it been that long since a post?

I've been in the process of moving in to a new(er) home, and it's been somewhat exhausting work so I have not had the chance to focus on some things I intended to post here.

To give you an idea of how busy I am, I was one of the first players GIBBED in the Fourthcore Team Deathmatch game... And that was just on the initiative roll!

Anyway... On the bright side I have everything moved, and arguably have an office now. Problem is that it has boxes stacked to the ceiling, and there's still a lot of work to do in the new home.

Sorry for the silence; things will be back on track soon!

Filed under: Personal No Comments
18Oct/11Off

Gamma World Remnants: The Love Bus

The following are exerpts from the cancelled Gamma World module The Fortress of Dr. Neb. You are welcome to use any part or all of the below, but I would appreciate hearing about it if you do!

Dr. Neb's Island Fortress

After the party deals with the situation in "Site 13", it was time to face the... "man"... himself: the infamous Dr. Neb!

The fiendish doctor's fortress is on an island in the center of a lake, a good quarter mile from shore in every direction. The island could be compared to the island fortress of Dr. No, just as Dr. Neb himself could be compared to pretty much every Bond villan rolled in to one.

Therefore, there are three possible ways to get there:

  • The subtle manner: procure a boat and navigate the mine-filled waters as you approach the island.
  • The moderately subtle manner: a dramatic incursion by air, hoping that you won't be detected and fired upon by anti-aircraft batteries.
  • The far from subtle manner: drive down the narrow road that connects the island to the mainland, plowing through all sorts of debris and obstacles along the way, and crash right through the front gate.

Since subtlety is not our specialty, here we present the ground approach.

The "Love Bus", complete with stunts and roof-mounted gun options.

The Love Bus

Just outside of Wildwood lives a rather loopy individual, someone who is known only by the name of Crazy Max.

Crazy Max has a special form of transportation that is perfect for this situation: an armored school bus, painted completely with bright groovy colors and swirls, with a roof mounted assault cannon. For a bus that is almost a century old, it's in remarkable condition and even includes a turbo boost system for some added kick.

Tires: It has ten wheels and the tires are protected by a layer of thick armor plating; the tires cannot be punctured by a critical hit from the outside.

Cannon: On the roof near the back is a converted artillery cannon that fires two types of shells: solid steel slugs and high explosive grenades. Before firing each shell must be loaded in to the cannon as a Minor action, and once loaded the cannon can fire in any direction. It must have one person sitting inside the gun to operate.

Roof Platform: There is also a ladder that allows access to a small platform on the roof. As a safety precaution, along the railing there are safety lines that players can use to secure themselves and prevent from falling over the side.

The Long Road

Features of the Area

Illumination: Bright light during the day.

Road: The road is paved highway forty feet (8 squares) across and 1,000 feet (200 squares) long. It is mostly clear of debris, except for the occasional hazard that might crop up (see below). To either side of the road is another twenty feet (4 squares) of dirt, grass and rough terrain, which is considered difficult terrain for the bus to move through. Beyond that is the lake, which is considered hindering terrain and the bus would sink like an anvil if it entered.

Road Hazards

At the start of the encounter roll a d10 and add 30; that is the number of squares ahead of the starting point there is before one of the below road hazards appears. After each hazard, roll a d10 and add 20 to see when the next one will appear.

When it is time for a hazard, roll a d6 to determine what appears:

1) Small Potholes: A 10 square stretch of the road contains 1d10 small holes in the pavement (in order to simplify random placement, you can use a d10 to determine the row a hole is in and a d8 to determine where along the road’s width the hole is to be placed). The holes are spread randomly throughout the area and each hole is considered difficult terrain for the bus.

2) Large Potholes: A 12 square stretch of road contains 1d4 large holes in the pavement. Each of the 3x3 holes is positioned randomly throughout the area and each hole is considered difficult terrain for the bus.

3) Small Barrier: A small barrier (debris, construction divider, etc...) one square deep blocks one of the four lanes in the road (use a d4 to determine which lane). The barricade is considered difficult terrain if the driver elects to try to drive through it (see the Punch Through Barrier stunt above).

4) Large Barrier: A formidable barrier (pile of concrete, abandoned vehichle, large tree, etc...) two squares deep blocks one or two two lanes in the road (use a d4 twice to determine which lanes; if the same value comes up twice, only that one lane is blocked). The barrier is too large to break through, and if the bus strikes the driver gets a saving throw; on a success, the bus passes alongside it in an adjacent square, and on a failure it crashes.

5) Makeshift Ramp: A large pile of debris completely blocks two lanes on the road, but the debris is shaped in to what appears to be a ramp. The driver can either avoid it or attempt to jump over it (see the Ramp Jump stunt above).

6) Oil Slick: A 5x5 patch of oil lies somewhere in the road. The oil is considered challenging terrain and if the bus enters it the driver must make a Mechanics DC12 check or lose control.

Air Defense

Of course, the diabolical Dr. Neb isn't stupid... He can't rely just on a bunch of debris to stop would-be intruders. So he created his own Air Defense Force, a squad of trained aerial experts who can rain fire from above at anything that approaches the compound.

Needless to say, Dr. Neb was hard pressed to find people to work for him, so he turned to his scientists to help create the perfect aerial soldier: flying squirrels equipped with rocket-propelled hand gliders.

And there are quite a few of them... in and around the compound there are a total of two dozen squirrels just waiting to take off. Some are assigned to the main road, some watch the waters for anyone trying to sneak in, and some are in a constant circular flight pattern securing the airspace above the fortress.

Once the squirrels are alerted, they will attack in waves:

  • First Wave: 5 Flying Squirrel Gunners (level 2 skirmisher)
  • Second Wave: 2 Flying Squirrel Gunners (level 2 skirmisher), 2 Flying Squirrel Bombers (level 2 artillery), 1 Flying Squirrel Rocketeeer (level 2 artillery).
  • Third wave: 2 Flying Squirrel Gunners (level 2 skirmisher), 3 Flying Squirrel Rocketeers (level 2 artillery).

Once all the creatures in one wave are disabled or killed, the next wave attacks at the start of the next turn. Once all three waves are dealt with or if the bus makes it to the end of the road (200 squares), the attacks stop.

Flying Squirrel Tactics

Each of the types of squirrels has different tactics:

Gunners: Some will stay within range of using their Machine Gun attack, focusing their fire on either  the bus or the person manning the cannon. At least three in the first wave and one in each subsequent wave will try to land on the roof (assuming there’s room) and attack the passengers at close range.

Bombers: The squirrel bombers will attempt to fly ahead of the bus (even if that means taking shots from the cannon) and drop their cluster mines or road spikes directly in its path. Once they are out of things to drop, they too will attempt to board the bus.

Rocketeers: The squirrel rocketeers will remain at range, aiming either at the bus or at the road directly ahead of the bus. Given the opportunity, they will fire upon the roof and hope to catch the gunner and anyone on the platform with each blast.

Conclusion

If the party manages to make it all the way to the fortress, who knows what horrors await them inside? There they must battle all of Dr. Neb's loyal minions until confronting the evil genius himself at the heart of his island lair.

Stay tuned for the dramatic conclusion to The Fortress of Dr. Neb!

17Oct/11Off

Mapmaking for the Non-Artist, Part 2

This is a continuation of Mapmaking for the Non-Artist, Part 1.

Been so busy that I didn't realize how much time had passed since the last installment. So here ya go with part two!

Preface

Before I continue, a few of you suggested the obvious thing I should have mentioned in the first post: you can create a grid once and simply use that file as a basis for every other file you make.

Well, I do just that so I figure I'll share mine: here are the two base files I use for all my maps, a large 50 DPI grid and a small 50 DPI grid. Hope these are useful!

Download Links:

Large (50in x 50in @ 50 DPI) grid

Small (20in x 15in @ 50 DPI) grid

PART TWO: SETTING THE SCENE

In this installment we are going to start to make the physical aspects of the room: walls, floor and doors. We'll deal with all the cosmetic stuff in the third installment.

Defining Your Goals

Before you start drawing, you need to have an idea of what your objective is. It does not have to be that specific; honestly, most of my better maps were thought of during the process. For example, I had no idea what Whiteforge was going to look like on the inside but I knew the rooms I wanted.

Throughout this tutorial I thought it would be best to have a specific goal in mind. So, in honor of his return to Wizards of the Coast, our goal is to create a map for use in Monte J. Cook's very own "The World's Shortest (Yet Technically Complete) Adventure: The Orc's Pie Room".

In order to make this room, we need the following:

  1. A 10' x 10' room. For argument's sake, let's make the walls stone and the floor brick.
  2. One door (currently closed) leading in to the room.
  3. Let's assume that the room is inside a dungeon, so the other side of the wall is solid rock.
  4. A table on which to put the pie and, clip art permitting, an actual pie.
  5. A medium-sized orc.

So let's get started!

Fireworks Workspace

The Fireworks workspace. DISCLAIMER: My screen isn't this small.

The Workspace

If we give the map a 1 square cushion on all sides that makes the map 4" x 4". Let's keep it at 50 DPI for simplicity's sake (and so the images fit in this post), so we're talking about a 200 x 200 pixel image. Using either the guidelines mentioned in Part One or by cropping one of the files listed above you should be all set with a blank 4 x 4 grid.

The Floor

Here we turn to Profantasy's clip art. Searching through the "Terrain" folder we find a file called "Brick Grey H_LO.png", which is a 100 x 100 pixel image of a brick floor. Perfect!

Ensure that the "Floor" layer is active and all the other layers are locked. Drag/drop the terrain on to your active document and there it is! Now depending on how you drag/drop it, it might not be in the exact position you want; the best way to adjust that is using the arrow keys and looking at the "X" and "Y" values in the left side of the "Symbol Properties" area. They should be 50 and 50, which means the tile will span the 2 x 2 grid in the center.

Here is where I point out that the leftmost "Symbol Properties" is going to be your best friend FOREVER! You may be able to eyeball positions, but there are certain cases where if you're off by so much as a pixel everything goes wrong. The "Symbol Properties" allow you to look at and explicitly set the width, height, X and Y values of the object in question. Let's show you how to use that...

We need to create a hallway for the door entering the room, so we take the tile we've already dropped (that's at position 50/50) and copy/paste it. Now, with that new object selected change the "X" value to 150 and make sure the "Y" value is 50; the result would be that the tile moves to the right side adjacent to the original tile.

But the tile's too big! Right-click on the tile and choose "Edit" -> "Crop Selected Bitmap". A black marquee will appear around it. Now you can either move the top edge down 50 pixels by hand or do it the easy way: manually change the numbers in the properties (see image) and hit Enter. Done! You now have a 5' wide hallway in the Southeast corner heading East.

Over time you may get the hang of doing this cropping with the mouse (once you get enough pieces in a map, Fireworks automatically snaps to existing X/Y boundaries of other objects), but in the beginning  (personally, pretty much all the time) I manually enter the values for positioning and cropping. The math's not all that difficult; it's always multiples of the DPI.

Also do remember one thing: now that you have this one piece cropped and sized, you can copy/paste it as many times as needed to extend the hallway.

The Walls

First, remember to lock the "Floor" and unlock the "Obstacles" layer. Now comes fun part #1: making a complex path for the walls.

As in real life, the walls are a collection of rectangles that are simply welded together, or "joined" if you want to use Fireworks terminology.

For a 50 DPI image, I go with 10 pixels as the wall width; that equates to about a foot, so it works out. For a 200 DPI image that would be four times the size, or 40 pixels. But, since the walls are supposed to be right on the grid lines, they take up space equal to the grid line +/- half the wall thickness.

Five rectangles, before union

So now we create a bunch of rectangles. The way I tend to do it is to just draw them freehand in a reasonably close position to where they're supposed to go, then manually adjust the values in the Symbol Properties. In our example, we need a total of five rectangles. The rectangle that makes the Northernmost wall will be 110 pixels wide (100 pixels for the base size, plus half the wall thickness at the ends), 10 pixels high and positioned at 45/45 (offset by half the width). The image on the right shows the rectangles with a slight transparency just so you can see their position relative to the floor below.

NOTE: For any wall that extends off the map, ensure that you make the rectangle larger so that it does go off the map. If you leave it at the map's edge, when you give the rectangle a border it will be visible.

Once you draw all the rectangles, select them all and choose the menu option "Modify" -> "Combine Path" -> "Union". This will create one contiguous polygon.

End result

Now at this point they don't quite look like walls. Might as well pretty them up now! The "Properties" window at the bottom of Fireworks is divided in to five sections. Here are the settings for three of them:

Section 2 (from left): Fireworks comes with a collection of fill patterns, one of which looks pretty good for walls. While the polygon is selected, choose "Pattern" -> "Moon" for the fill category. It will apply it to the texture, but in its native format is rather big for our taste, so with the mouse grab one of the black squares that should now be visible and - while holding the Shift key - drag it so that the "L" becomes smaller. Also, in order to make it appear less repetitive, you can choose to rotate the pattern by clicking and dragging the line between the "L"'s endpoint and the center dot.

Section 3: As for the stroke (the border), I always choose Black, 2-3 pixel width, "Basic" -> "Soft Rounded" as the stroke category and 100% as the edge softness. If you want to give it a slightly rough look, you can set the texture to "Grain" and the amount of texture to 50%.

Section 4: Click on the "+" sign and choose "Shadow and Glow" -> "Drop Shadow". The default values are fine at 50 DPI, but you can mess with them at your discretion.

For reference, here are the values I normally use:

"Properties" for the walls

The Exterior

Now fun part #2... creating the solid stone that fills the space on the other side of the wall. What we want to create is a polygon that encompasses that area, using a similar style as above.

There are a variety of ways this could be done, depending on the complexity of the map area that the players could actually navigate. One method is to simply create a bunch of rectangles and join them together (which is the method I will use below), while another is to create one massive rectangle and "punch" pieces out of it.

Before we continue, ensure you are in the "Obstacles" layer and turn all the other layers off.

Because of the effect we intend to use later we want the rectangles to be larger than the map's physical canvas, so I'm using our DPI (50) as a cushion and start drawing rectangles; if you don't do this, the inner glow we will apply later will be visible along the edge of the map. I draw the rectangles fairly roughly and close to their positions at first, then edit the numeric values in the Symbol Properties like I did above to make sure they line up perfectly.

Then select all the rectangles you created and choose "Modify" ->"Combine Paths" -> "Union". This will join all the rectangles in to one contiguous object (see image to right). There is the possibility that some of the points will appear redundant, such as the ones along the edges, but that may not matter. You can usually leave them there at first, but as the map gets larger you may want to selectively delete some of these points (using the Subselection tool) in order to decrease the complexity of the polygon.

At this point ensure that the object is at the bottom of the layer, which you can ensure by selecting the object and choosing "Modify" -> "Arrange" -> "Send to Back".

Now it's time to texture it... I use the either "mountain light_hi.jpg" or "mountain light_lo.jpg" from the ProFantasy collection, which you can choose by selecting the new polygon and going to "Pattern" -> "Other..." in the Fill options and choosing your texture through the file browser. In order to make the texture repetition less obvious, I like to rotate the texture slightly after it is applied (see image to the right).

Finally, it's time to give it a little bit of effect and show why you created the polygon larger than the map's area in the first place. In the "Filters" section on the bottom, choose "Shadow and Glow" -> "Inner Glow". For the "Width" and "Softness" values, I've found that setting them both to half the DPI (25, in our case) works fairly well.

The result is what you see: an outer area that looks like solid stone.

Conclusion

And there ya go... The orc has his room!

If you wish to see the Fireworks PNG with all the components, you can download it HERE.

Over time you'll begin to realize that this style of mapmaking feels more like mathematics and geometry than actual artistry. I find myself calculating coordinates and dimensions with a calculator and manually entering the values in to the Symbpl Properties more often than not; I hardly ever freehand draw anything, unless I want it to be badly drawn (like natural cave walls).

In the next installment we're going to put a little more decoration: doors, furniture and an actual orc.

Filed under: Design, Maps, RPG, Tutorials No Comments