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

      

4Oct/11Off

Gamma World Remnants: Lepus Maximus

When the submission window opened for Dragon and Dungeon magazines, I immediately did the same thing I did the last time: proposed The Fortress of Dr. Neb and Where Worlds Collide as Gamma World adventures/delves.

Chris Perkins was thoughtful enough to answer at a greater length than the "we don't want any, thanks" one liner I'd gotten before:

Hi David,

I appreciate your devotion to the D&D Gamma World game (I’m a big fan of it myself), but we’re not looking to support it in the magazines. The decision has nothing to do with the game per se, which was always intended to have a finite product line. Wizards has made a brand/marketing decision to focus the magazines’ efforts on promoting the core D&D game experience.

We all kind of expected that to be the case: they have to focus on their core product, and there currently isn't any room for Gamma World. And, with its lack of support in the GSL, there isn't much of a venue for it at all. "It's not dead... it's restin'!"

The "finite product line" is an interesting comment; it means that there is no plans for any more Gamma World core manuals or add-ons. Legion of Gold was the last rulebook for it, and it will now have to wait until the next version. Maybe I'm interpreting it incorrectly, but I like to think that that doesn't necessarily mean modules or other "accesories".

But I have all these bits and pieces... What can I do with them? Simple... Give the stuff away!

This will be blog-exclusive content: it will not be in PDF form, and I will make no effort to actively sell or distribute any of this Gamma World content. I hope this isn't a problem (read: please don't sue me!). These remnants of Gamma World include elements from both the modules I mention above, and hopefully someone out there will draw inspiration from these bits and pieces and use them in their own campaigns.

So here we go... The following are excerpts from the now defunct module The Fortress of Dr. Neb... Enjoy!

Site 13

About thirty miles outside of Wildwood there is an abandoned missile complex known as "Site 13". It was buried under the desert sands for hundreds of years, only to have been recently discovered by the nefarious Dr. Neb.

But unlike the hundreds of missile silo that dotted the countryside, this one was not disassembled and still contained what it was designed for: a serviceable LGM-25C Titan II intercontinental ballistic missile, somehow overlooked by the military and left in its silo. The nuclear warhead, the navigation systems and the fuel were removed at some point, but in the hands of the doctor it won't be long before it can fly again and become an implement of mass destruction.

Dr. Neb began to prepare the missile intending to use its existence alone as a terror weapon, giving the residents of the surrounding area a choice: capitulation or annihilation.

Lepus Maximus

Dr. Neb had hordes of minions under his control, but that wasn't enough to defend such a prized possesion. He needed the ultimate guard dog to defend Site 13 from unwanted guests while he continued to make the missile flight worthy. He turned to his expertise in laboratory science and created what he called the Lepus Maximus: an enormous white rabbit that was close to ten feet long and weighed over three tons.

This behemoth stood within the electrified fencing of Site 13, lying motionless and obscured inside a specially made hangar filled with straw. If anything breached the outer perimeter, it would immediately spring in to action and pounce on it, tearing through it with teeth the size of dinner plates.

This creature was so large that it could theoretically be used as a mount, but after the giant rabbit ate one or two of them two Dr. Neb's minions didn't want to get anywhere near the thing.

Giant rabbit, a.k.a. "Lepus Maximus"

NOTE: "thunder" damage should probably be "sonic" instead.
Curse my traditional D&D 4e ways!

 

If you find a way to use the above, I'd love to hear about it. Otherwise, enjoy!

Next installment: Rollin' Down I-13 in a school bus. Just mind the raccoons!

3Oct/11Off

Mapmaking for the Non-Artist, Part 1

This is the first in a series of tutorials on how to create digital maps. Hopefully it will help out those of you that are looking to pretty up their campaigns in some other way than just buying a new stack of tiles.

I'm not sure how many parts this is going to be, but I will link them all together when it's done.

INTRODUCTION

First, some background... I am not an artist, or at least I don't consider myself one. Some people are actually surprised by that statement because I was programmer of a Adobe Photoshop/Illustrator competitor for five years: Deneba Software (now ACDSystems), creators of the Canvas imaging software (I worked on Canvas 5 thru 7; they're on Canvas 12 by now). "Hey, you wrote a Photoshop clone! What do you mean you can't draw? Isn't that a job requirement where you're at?" No, it wasn't.

So I have zero artistic talent. To be quite honest, this was the main reason I wasn't as successful as I wanted to be in video game design; sure, I've written close to a dozen gaming engines (3D renderers, isometric systems, side scrollers, interactive fiction engines, RTS systems, card games, etc...), and probably have several million lines of unused game code floating around my office, but a game isn't worth squat unless it looks good. The only game I was able to release, The Opera, was because I had a team of graphic artists doing that kind of work for me.

But what I have learned is how to use the tools at hand. Granted, I may not use them well or even in the way they are intended to be used, but that hardly matters if the end result is good. People somehow think I'm a Photoshop expert because of the maps I make; that can't be farther from the truth.

Disclaimer

The following tutorials are all based on Adobe Fireworks CS5, which is the software package I know how to use. Most of you are more likely to use Firework's more mature brothers Adobe Photoshop or Adobe Illustrator, while others may try to use the equivalent of the family dog in GIMP or the like. Although I cannot speak for how what I describe will work in alternate applications, I hope the concepts are the same.

Also, to be quite honest, I admit I do have a little bit of a budget so I've actually paid for the products I mention. Some of you don't have that luxury, so in those cases I will do my best to provide a more economic alternative.

Finally, I've never written a tutorial like this before, so forgive me if I'm not good at it.

So here we go...

PART ONE: SETTING UP

Tools of the trade

As I mentioned above, the primary tool I use is Adobe Fireworks CS5. It has some significant benefits when doing this sort of thing:

  • It's not a cheap product, but when you consider that it is less than 1/4th the cost of standalone Adobe Photoshop CS5 (Fireworks costs $150 compared to Photoshop's $700 price tag), it's one hell of a deal.
  • It supports both raster (images) and true vector formats, and it allows for precise positioning and sizing of vector objects (which will be important).
  • It retains all objects as objects, allowing you to manipulate each one individually or to group them.
  • It uses PNG as its native file format, which means you can open the files in pretty much any application out there, while maintaining object and layer integrity (it doesn't "flatten" the whole image).

But it does have two potential drawbacks, depending on your intentions:

  • Since it's primarily designed for low end graphic work it does not handle big images very well. For example, the Wayside Inn map I created is a staggering 5600 x 5200 pixels (final PNG file is 118Mb); Fireworks complained about it like you wouldn't believe once I started to add more and more elements to it, and several times the application said "Ack! I'm sorry, I can't take this any more!" and did reallu bad things (corrupted the image, couldn't render, couldn't save, etc...). So if you're going to make huge high end maps like that you might want to consider investing in Photoshop or Illustrator.
  • Since it's designed for web work (it was formerly a Macromedia project, to be used in conjunction with Dreamweaver) it only supports the RGB color space. When you're going to be printing physical, production-quality maps it's best that your map be in CMYK (Cyan, Magenta, Yellow and... er... blacK), which is the native format of almost every color printer on the planet. Reason? There are certain colors in the RGB spectrum that are "out of gamut" and cannot be accurately reproduced in CMYK; for example, bright red doesn't exist in CMYK, so don't be surprised if it doesn't look bright red when you go and print it.

If you do want to give Fireworks a try, you can download a 30 day trial from the Adobe site.

Clip Art is Your Friend

I'll be the first one to tell you that I don't draw every little element on my maps.

A long time ago, for reasons that do not have anything to do with D&D, I purchased the complete suite of Profantasy Software's products, specifically Campaign Cartographer 3. The whole package is over $600, but I believe you can get the core products for $150 or so.

I tried to use CC3 itself to create the maps, really I did, but the software package was rather counter-intuitive to me. So I looked in the folder where the program is installed and, lo and behold, there was all the clip art. There is some of it that was in their native format, but the majority was in ready to use PNG format. It even comes in multiple resolutions, from "LO" (50 DPI) to "VH" ("very high", or OMG it's huge!). Since I bought CC3 and all its add-ons, I have 1.7 gigs of clip art which include everything from furniture to wall fixtures to terrain, and even some monsters.

Some things I have in excess, like the 40 different altars or six different types of beds, but I admit it doesn't have everything. The one thing I have gotten the most out of is the extensive collection of terrain: grass, dirt, stone, flagstone, lava, ornate marble, sand, snow, forest, water, hard wood floors, even tile roofs and Persian glass... 1,200+ textures that pretty much cover any terrain you will ever need.

Now some of you might not have $600+ to drop on CC3, so before you go creating huge maps you might want to consider what elements you will need in it. If it is something that you may use often, like the bed in the Wayside Inn, you might want to consider creating that element separately as its own standalone file so that you can reuse it. Eventually you may have your own library of clip art you created yourself.

If you're creating these maps for personal use and not for distribution, you can also consider taking images from the web using Google Image Search or even cutting out the images from existing maps. You may not get a high quality result without doing some manipulation yourself, but it might get the job done.

If you are looking to make high resolution maps for public consumption, it may be worth it to invest in this product.

Creating a New Image

Resolution comparison (click for more detail)

First thing you need to decide what resolution you are going to create your maps, because once you decide on a DPI (or "dots per inch") you're pretty much stuck with it.

50 DPI is standard for digital use, like importing in to third party applications. But if you're going to be creating something for print, you might want to consider making it 150-200 DPI if not more.

The higher the resolution the better quality you get, but the plysical file size increases dramatically; expect a 200 DPI file to be between four and six times larger (if not more) than a 50 DPI file. The Wayside Inn is 118Mb at 200 DPI but only about 25Mb at 50 DPI.

When you create a new file within Fireworks or Photoshop, be sure to specify the resolution (DPI) based on the above, and then specify the dimensions in inches. Having nice round numbers makes the math considerably easier when it comes to placing and sizing things on the map (we'll get to that in a future post).

One thing to keep in mind: when you save an image in a resolution lower than it was created in, you still get quality output. If I take the Wayside Inn map and save it as a 50 DPI image it still looks pretty damn good even though it's now only 1400 x 1300 pixels. But if you go in the opposite direction and try to upscale an image from 50 DPI to 200 DPI, you're going to get something like what it shown above; it will either look blurry or blocky depending on what scaling you use (bi-cubic interpolation makes it blurry, and "nearest neighbor" makes it blocky). So if you ever want to create production maps for physical distribution, make them at 150-200 DPI.

Also, when you are creating the new file, make sure the background is white. I don't recommend making it transparent or any other color; if you need a base background color other than white, create a rectangle of that color and make it your background.

Layers

For every map I create, I have at least six layers. They are, in order from top to bottom:

  1. Creatures: In most of my maps, and in several of the maps released by Wizards of the Coast, the creatures always appear on top of the grid. The white background to the markers is made slightly transparent so that the ground and the grid below are slightly visible, which is noticeable in creatures Large or larger. Making them their own layer also makes it easy to turn off their visibility so you can print player maps.
  2. Labels: For maps that are going inside of the module and not meant for players, I want the labels and textual markers to appear above all else.
  3. Obstacles: I like that big obstacles and blocking terrain - mountains, thick walls, doors, etc... - appear on top of the grid.
  4. Grid: Evenly spaced horizontal and vertical lines, matching the file's DPI. We'll cover that in the next installment.
  5. Scenery: This is everything in your map that isn't walls or ground. Furniture, chests, decorative items, etc...
  6. Ground: The tiled floor.

Whiteforge Interior example

So if you look at the example to the right, which is a part of the Whiteforge interior map in my adventure The Endless Winter, here's what each layer consists of:

  1. Creatures:The monster's circle is given 85% transparency so the grid and ground below can be seen.
  2. Labels: The number 7 is given a white glow so it stands out, and is clearly visible above the grid.
  3. Obstacles: The walls and the outer stone (which is a mountain) are on top of the grid, ensuring that it's clear they are blocking terrain. The door is also on top of the grid; it's so thin that sometimes it gets lost when the grid cuts through it.
  4. Grid: Lines are spaced every 50 pixels, set as dotted lines of solid black with a 90% transparency.
  5. Scenery: The workbench, the dresser and the forge are all objects, appearing below the grid and the walls. They are still affected by the wall's shadow.
  6. Ground: A repeating 100 x 100 pixel tile pattern. We'll get to that in the next installment.

When working on the map, try to have all of the layers locked except for the one you're actively working on. Especially the grid... it's easy to accidentally click on it and end up doing very bad things. Also, any new object that you drag/drop in to the map gets added to the current layer, so if you're not careful of what layer you're currently in you're going to start wondering in what layer certain things went and it's a hassle to move them around.

Grid

The most painstakingly redundant work in a map is creating the grid, but at least it's something you really only need to do once.

Vertical line properties

In Fireworks it's fairly straight forward: while you are in the "Grid" layer, draw a line that goes vertically from the top to the bottom of the image, using the Shift key to ensure that it remains straight. Once you've drawn the basic line, adjust the dimensions of it by manually typing the coordinates in the Properties at the bottom of the screen. The first line must have very specific characteristics: the X must be equal to the DPI you chose for your image (50 DPI, in this example), the Y must be zero (the top of the image), the W must be 1 (indicative of a vertical line) and the H must equal the vertical size of your image.

Once you draw one line, copy/paste it repeatedly while moving each line across the document while ensuring that each line is the equivalent of your DPI value apart from the previous (for example, in a 50 DPI image your lines will be at 50, 100, 150, 200, etc...). Copy the first line to your clipboard and paste it, then move it right using Shift-Right Arrow (which moves the object 10 spaces) until it is at the next position. Then copy that line and repeat the process until you reach the rightmost edge of the document. If you feel particularly daring you can select multiple lines and use the same copy/paste method, ensuring that the lines don't end up on top of each other and you maintain the spacing based on the DPI.

NOTE: do not include a line on the right or bottom edges of the map. If you end up making the lines thicker than 1 pixel, they will be visible at the map edge.

Once you're done with the vertical lines, do the same thing with horizontal lines and just reverse the values: the X must be zero, the Y must be equal to the DPI you chose for your image, the W must be the width of your image and the H must be 1 (indicative of a horizontal line).

Once you have all the lines down, select them all and group them.

Now you have to decide the characteristics of these lines. In 50 DPI images it's best to just keep them solid black lines but that could be too small to see on higher resolution images. The Wayside Inn map had lines that are 3 pixels wide, dotted and have a 100% feathered edge so that they appear smooth.

Depending on your terrain, you may decide to make these lines thicker or even slightly lighter (like dark gray) so that they're more visible. I got complaints that the grid got lost amongst the hardwood floor of the inn, so I chose to make the lines slightly thicker.

Once you're done drawing your grid lock the layer. The grid will end up being the guide to everything you do, so try not to accidentally move it.

TO BE CONTINUED

Next time we'll actually start "drawing" stuff!

Filed under: Design, Maps, RPG, Tutorials No Comments
30Sep/11Off

The Endless Winter and Upcoming Projects

So I have completed and released The Endless Winter through T. W. Wombat's Winter is Coming Blog Festival, apparently to some rave reviews.

Many have commented on the professional look of what I put together... I joked about "overdoing" my submission, but quite frankly I wouldn't have it any other way. One the one hand, yes, I'm a game designer who likes the process of creating stuff others can use. But I'm also a publisher who tries to reflect his interest in making quality merchandise in everything he does, so I'm not one to just slap content together just to get it published. So it might have taken me ten times longer to format and layout the adventure than it took me to actually design the mechanics of it, but I'm OK with that. If I manage to create a product that people like and can say "wow!" when they look at it, mission accomplished!

Besides, it looks good on my résumé... Don't ya think?

I am giving it away for free for now, and it's currently also available for free on Drive Thru RPG (where it includes the tactical maps and 50 DPI images for use in third party applications!). If you downloaded it before the tactical maps became available, email me at dflor@brainclouds.net and I'll send you direct links so you can get them; I tried emailing everyone who had already downloaded it, but Drive Thru RPG has some... "issues"... with its email system. I have yet to send an email through their site out correctly, so my blast got sent without the link in it.

So here are my planned future projects:

  • The Coming Dark is still sitting there as an enormous, virtually complete PDF. There's a long story behind this, but that's for another day.
  • I've been kicking around a concept that will either be a Fourthcore adventure or a Lair Assault encounter. Or both. I haven't decided yet... But it's a concept I just can't get out of my head, and it involves some elements I had planned to use in my canceled Gammacore adventure Where Worlds Collide.
  • I have several more map packs planned - a dragon's lair, a goblin's lair, a roadside keep, a ziggurat in an evil place, etc... - but that's just a matter of getting around to doing them. Those are actually a considerable amount of work because of how badly Adobe Fireworks CS5 screams in agony every time I throw a big file at it.
  • In the very near future I'm going to write a short series of posts called "Mapmaking for the Non-Artist" which describes how I - a person with almost zero artistic skill that can't draw a decent looking square at gunpoint - manage to create the maps that I do. This will everything from what tools I use to how to add certain special effects to the maps. I will not assume extensive experience in Photoshop (primarily because I don't have that experience myself), so it will center around Fireworks and other low end drawing tools. Stay tuned for that!
  • Because The Endless Winter got such a good response (150+ downloads through Drive Thru RPG alone, and I have no idea how many downloads through Wombat's blog), I'll probably make some more of those, either by making separate adventures or an actual series. Making The Endless Winter was actually really fun to do to be honest, and I enjoyed the experience so much I can't wait to do it again.
  • I am currently experimenting with converting The Endless Winter to Pathfinder. I've never actually played Pathfinder itself, but have played D&D 3.5e so I'm familiar with the mechanic as a player. But it's an interesting challenge to convert an existing 4e product to Pathfinder, and its an exercise I am also considering documenting for the sake of this blog.
  • Tomorrow starts the window for submitting things to Wizards of the Coast for Dragon and Dungeon magazine, and I'm considering submitting a few things. Among all of my ideas, I'm probably going to get myself in trouble again for suggesting they let me make Gamma World (*writes check!*) content (including the concept of a certain doctor and his fortress of evil), but you can't blame me for trying.

Anyway, more to come in the near future!

21Sep/11Off

Winter is Coming

I have decided to participate in T. W. Wombat's Winter is Coming RPG Blog Festival, in which we all create winter-themed content for D&D and other rulesets.

Since I live in Miami, Florida I admit I don't have the level of experience with whatever this "winter" thing everyone keeps talking about is, but I figured I'd give this one a shot since I've had an idea bouncing around in my head since the festival was first mentioned.

And it's gotten a pretty good list of participants, some other folks from the D&D blogsphere that are much more familiar than little ol' me. But I'm surprised to see that, although there are several that are creating an "encounter", I appear to be the only one crazy enough to create a "delve". I could be misreading their plans of course, or it could simply have to do with only having five days to do it (submission deadline is September 26th).

Although I haven't fleshed out all the details, I'm predicting a short adventure/delve of between three and five encounters for characters of low to mid paragon tier (12th-14th level) using the Dungeons and Dragons 4th Edition guidelines (I will probably create it using GSL guidelines). This is not set in stone just yet as I haven't written detailed specifics yet, but it's looking to be the case.

Then again, for all I know this might be another one of my 150 page behemoths... I do tend to overdo things sometimes.

I'm also considering creating a winter-themed map, but that is dependent on available time. I'm predicting that, if I do make a full map, it'll probably be a big one and I'll run in to the issues I have before with Fireworks unable to handle big honkin' images. So no guarantees on a usable map, but you never know.

If you're out there and are one of those creative types, I invite you to sign up (sign up deadline is September 23rd) and create something... er... wintery! Doesn't have to be a full blown delve - many are doing themes, feats, items, etc... - but don't let me stop you from creating something awesome!

Stay tuned!

Filed under: 4e, Design, DnD, Encounters, Maps, RPG No Comments
17Sep/11Off

Critical Assault

Today was an interesting day... I spent almost the entire day at my FLGS, hoping to either run a game or participate in one. Here is my experience...

Disorganized Play

I was looking forward to the opportunity to DM my first live game in over a decade. I prepared two campaigns: one homegrown and simplistic, the other was Revenge of the Iron Lich.

Last week I offered the idea of RotIL to the players at the store, but I don't think the concept of it really sank in with many of them. Although I think they would have enjoyed it, they didn't seem all that interested in doing something different. Maybe it's because I'm a newcomer and they don't know who I am or what I'm capable of, and I have to accept that if that was the case.

But running what amounts to a "pick up" game at a FLGS is not that simple.

  • The store owner doesn't help at all. In the case of this store, the owner is heavy in to Magic: The Gathering, as can be expected: it's a cash cow and probably the primary source of revenue for his store. So he seemed rather disinterested in anything else, and left it up to the players to arrange WPN events all on their own.
  • Today, half the store was taken up by the Star Trek Fan Club, which consisted of a bunch of guys older than I am taking up a half dozen tables with their various Enterprise models and cardboard stand-ups of ship captains, and sitting around talking Star Trek. I'm not sure why they were there or what they hoped to accomplish, but between them and several tables of card games (MtG and other card games; I don't know which), we were pretty cramped. There was barely enough room to run Lair Assault, and I can't imagine running something like RotIL which has a much larger map.
  • The primary game organizer was not there today.
  • There was no organization or scheduling of games; people just showed up in the hopes of playing. Again, this could seem that way simply because I'm an outsider and don't have the level of communication other players do (who, for all I know, see each other every day). But besides word of mouth there does not seem to be any planning or precise event scheduling, so it's impossible for an outsider to plan their participation.
  • I tried to gauge interest by posting on the store's Facebook page. I got one person interested, and that person canceled this morning. So I cannot recruit players; if there are players out there they aren't on Facebook, or at least don't follow the store's page with activities.
  • I suggested to the owner "...that maybe Encounters could be run on other days?" He looked at me as if I was crazy. Wizards of the Coast "kind of expects this to be run on Wednesdays", and a 7:30pm start time is kind of a hard sell. But if I decide to run it on a different day or at a different time, how would I get people to attend? I can't put those off days on the WotC store locator because, as per their guidelines, Encounters *must* be on Wednesdays.

So because of all that, I was unable to run my own game; at this rate maybe it isn't meant to be, at least at this locatin.

Instead, I participated in...

Lair Assault: Forge of the Dawn Titan (Warning: possible SPOILERS!)

The group, without my knowledge, decided to go for the "everyone is the same race" achievement.

The race they chose? Gnomes. Based on m observation of the game the last year, I had created a tiefling mage designed with two things in mind:

  1. Being a controller: forced movement and dazing effects, with the hope that we can push things aside and run right through it to the boss.
  2. Cold attacks. This one was common sense: if you're in a zone that's filled with lava, cold attacks must be really useful... Right?

So I had to spend a bit converting my tiefling in to a gnome. If I must, I must... Although Fade Away is probably much more useful than Infernal Wrath in a place where everything has fire resistance.

This might have worked well except for one thing: by the third round, I was unconscious. Why? The DM, and I'm not making this up, rolled THREE consecutive critical hits against me within the first two rounds. The only thing I managed to do before going down for the count is activating Wizard's Fury and firing one Magic Missile. Even with using interrupts like Shield and Fade Away, I was at -4 hit points at the end of round 2 due to two critical hits. The healer revived me, only to get hit with the third critical hit that took me down again.

After that, the party left me to die as they continued forward. I failed my first two death saves before the "very bad thing" happens (if you've played the module, you know what I mean) and killed me outright.

All in all it was an entertaining experience, but mostly due to the social aspects of the game. Nobody enjoys getting mercilessly beaten to death by an unforgiving d20, but it was cool all things considered. I did learn a lot: the group has gone through this campaign several times before, so they knew exactly what needed to be done and what special powers would benefit them.

I had to leave before the end of the game - I did die 30 minutes in, after all - so I'm not sure if they made it. They were doing fairly well and had a lot of time left, so perhaps they did.

For what it's worth, thanks to my participation in this game I think I now have my DCI number issues sorted out. I'm officially registered, so now I can really be a WPN event organizer! Woo!

Conclusions

I don't know when I'll ever get to DM a game in person at this rate. Maybe it'll just take time, getting to know the players that are there and convincing them that I can do this, but even then it's going to be hard to get everyone there in an organized manner.

There is another option: online play, using any number of social networking services like Google Hangouts, Skype, etc... It seems that I may have to look in to getting a decent headset and microphone, and then seeing who out there wants to run a game and what kind of game.

Until then, I have a box labeled "Revenge of the Iron Lich"... A modern day Pandora's Box, just waiting to be unleashed on unsuspecting masses.