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

      

11Dec/11Off

Gamma World Remnants: Gammacore Reactor Control

I've been wanting to release this for quite some time, just haven't gotten around to it.

This was one of the planned areas in my cancelled Gamma World "fourthcore" (or "gammacore", as some have called it) project When Worlds Collide. The whole campaign was meant for a party of about 5th level.

In similar style to previous fourthcore releases, this is one of four possible areas the players must traverse in order to reach a computer system at the North end. It's a combination encounter and pseudo-puzzle involving prisms and very painful particle beams.

Hope you enjoy!

When Worlds Collide - Reactor Control (PDF, 448K)

7Dec/11Off

Avoiding the Rails

NOTE: The following post may contain spoilers for the first chapter of my campaign, The Coming Dark.

As I've mentioned to a few people recently, I've been somewhat disillusioned with the fist full length campaign I'd created, The Coming Dark.

For a while, I wasn't sure why... I thought it was simply "DM burnout", or spending too much time in its design, general writer's block, aversion to interacting with the WotC forums, or something else I haven't quite laid my finger on yet. But since that first module I've published two others (The Endless Winter and The Dragon's Master) and am about to publish a third (The Heart of Fire), and during that process I have learned quite a lot about campaign design. And interacting with the Twitter and blogging community has helped me immensely to see the type of game people want or don't want.

I've come to the realization the TCD was, in essense, a campaign on rails. Everything occured in a linear progression, without any opportunity for deviation. Just to give you an idea, here is the chain of events for the first chapter of TCD:

  • Part 1: The Village of Solis.
    • Playes arrive in the village of Solis.
    • Two unavoidable encounters.
    • Extended rest and plot exposition.
    • Two unavoidable encounters.
    • Boss fight. Not the best of bosses, in my opinion.
  • Part 2: Heading Out
    • Leave Solis.
    • Three to four optional encounter areas that are along the way to the destination. The path to the destination is a road, a predetermined path through which there is no other way to get around.
    • Boss fight. Probably my favorite, even though it's gone through at least four different iterations.
  • Part 3: The Tower of Light
    • There is a direct path to the final encounter, which consists of 5 different areas (not counting the final room with the boss). Three of those areas are full on encounters.
    • A lot of secondary rooms that are either completely optional or contain something that the party needs to advance. There is no obvious indication that that is the case. Several of the rooms expand on plot elements integral to the story, and if the players don't go through the effort to inspect these rooms now, they'll never get the chance again and they won't have any idea what's going on in the future.
    • Final boss fight. Once the fight is over you are effectively ejected from the tower and do not have the option to revisit areas you didn't get the chance to.

In looking at all the above, it almost sounds like a season of D&D Encounters... The encounters are not avoidable, come sequentially and there's no way around it all. Just plow through as if you were "on rails".

With The Heart of Fire, I decided to attempt doing something different. I created multiple paths to reach the final destination, some of which are either full on roleplaying or "kill anything that moves" if you are so inclined. There are over thirty distinct encounters and situations, yet you only need to experience a fourth of those to reach the boss. The rest is just filler that the party can explore at their discretion; there is no pressing need for the party to rush to meet the boss (in TCD, there is most definitely a need to reach the boss quickly before he does something "really bad", so much so that one of the groups I'm DM-ing the campaign for is at the end of Part 3 and hasn't taken an extended rest since Part 1), so the players can explore at their discretion.

Also, the main setting of HoF is an island and you know where you have to go on it but you're welcome to work your way there any way you want. There isn't a long, clearly defined road that you must travel and not deviate from. Heck, I even included a random encounter list for the wilderness if the DM and party are so inclined. The party could wander the island, exploring every nook and cranny of it, for *days* if they want to.

In retrospect, I somehow like this system more. It gives the players freedom, and makes them feel like they're not being dragged around by a DM that positively, absolutely, has to get them to the next encounter or else he simply doesn't know what to do.

And even though TCD has less encounters and smaller maps than HoF, it's a good 30 pages longer. I think I wrote too damn much.

So, once I'm done with The Heart of Fire (for which I'm actively creating both D&D 4e and Pathfinder versions!), I'm going to revisit TCD and rework a great deal of it. This includes probably throwing out most of the Tower of Light, and maybe even reworking the continent and the storyline to allow for more diversity and to remove that sense that the campaign is on rails. I don't know how I'm going to do that yet, but I think it's necessary.

Now some of you reading this are part of my current campaigns, and maybe the above will provide a little explanation as to why I haven't been pushing those campaigns along for several months now. It's that simple: in light of what I've learned I've grown to not like my initial design, so soon I intend to rework the whole thing and make it a better experience for everyone, something I can be happy about and something I trust you will enjoy. If anything, you as players have helped me see that, so I ask that you be patient... It'll be for the best in the end, and the game will go on as soon as I feel it is ready.

Until that time, development on The Heart of Fire continues. The 4e version is complete save for two sections (one of which is waiting on me being able to commission a map of the volcano island of Pyrias, which I cannot get until my financial situation improves... Thank the holidays for that), and I've started to create the monsters for the Pathfinder version (which is a heckuva lot of work!). If all goes well, the module should be completed and published by the end of the year.

Be patient and stay tuned.

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!!!

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
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