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Maps earning their keep

Started by estar, August 05, 2010, 07:10:58 AM

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estar

Many remember the light blue maps that came inside of B1 - Search of the Unknown, B2- Keep on the Borderlands and many other early modules. While there were some detail on those maps they were basically gridded rectangle in a sea of light blue. I acknowledge that the minimalist format has an appeal to many I think the format pioneered by Tegal Manor and Harn really adds value to a module that text only doesn't do.

Let's look; first Tegal Manor (click for a larger image)



http://3.bp.blogspot.com/_mFjy4EWzmtg/TFn1kTvCRDI/AAAAAAAAA-0/5Pz_GMjwrl0/s1600/tegal_manor.jpg

The Tegal Map is just packed with information about the different rooms and hallways.

Now Harn



http://1.bp.blogspot.com/_mFjy4EWzmtg/TFn1kEdlj-I/AAAAAAAAA-s/VNucvet9sF0/s1600/harn_city_block.jpg

While less on the map text the Harn style makes up for it in detail. You can look in each room and visualize the contents. Those of you want to look at in more detail you go to Lythia.com and download Tashal Eastside City Block. For even crazier example you can download the Tashal Upper Eastside.

Often the most effective presentation and books are those who combine good writing AND good graphics. These two map styles in combination with the text makes for a superior module than either alone. Many of the professional maps I do have little "bits" inserted to help the referee flesh out the scene without having to add a lot of text. One thing I need to work on is adding some verbiage, like Tegal Manor, to give the referee a sense of what the environment is like. I love how various areas in Tegal Manor have text like creaking, hissing and so on.

The one caveat I have is that I don't like the photorealistic maps that are somewhat in vogue. Don't get me wrong I think they make for great battlemaps. However for use in the actual book I think the b/w greyscale (or minimal color; 2 or 3) is clearer. The use of full color photo realism often results in muddy looking maps on the 8.5 by 11 page.

I also think the Harn maps goes a little too fair in applying various texture files. Too many will also muddy your pages. In the end you have to practice and try various approaches until you find one that works best.

A map that successfully combines all these elements is one that really earns it's keep.

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Koltar

This is why I preferred the SJG deckplans of TRAVELLER starships instead of the classic GDW illustrations of the Deckplans.  Steve Jackson Games put more artistic detail in the overhead views of the cabins and rooms. My players were able to get more of an immersive feel with the SJG deckplans as a big Illustration or prop.


- Ed C.
The return of \'You can\'t take the Sky From me!\'
http://www.youtube.com/watch?v=gUn-eN8mkDw&feature=rec-fresh+div

This is what a really cool FANTASY RPG should be like :
http://www.youtube.com/watch?v=t-WnjVUBDbs

Still here, still alive, at least Seven years now...

estar

Indeed I adopted that philosophy for my own version of traveller deck plans.

The Luminous Nebula
http://www.ibiblio.org/mscorbit/beta/Luminous%20Nebula.pdf

MMmm which reminds me that I never did do that hex grid version that I promised you.

estar

Indeed I adopted that philosophy for my own version of traveller deck plans.

The Luminous Nebula
http://www.ibiblio.org/mscorbit/beta/Luminous%20Nebula.pdf

MMmm which reminds me that I never did do that hex grid version that I promised you.

I attached a jpg of part of the pdf

Spinachcat

I have gotten very minimalist with maps.   I am far less interested in the architect plans and more about how the map feeds the roleplay options.   A good map should spark story ideas.

Quote from: Koltar;397567This is why I preferred the SJG deckplans of TRAVELLER starships instead of the classic GDW illustrations of the Deckplans.

SJG did a great job.  But they're huge!  It's actually challenging to set up running battles through one ship without a massive table.  

Serenity did a good job with the Firefly map too.

pspahn

Quote from: Spinachcat;397675A good map should spark story ideas.

Yes. One of my favorite examples of this is the poster sized color map of lankhmar that came with the brown 1e or 2e Softcover. How could you not look at that map and be inspired to run adventures?

Pete
Small Niche Games
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