Wednesday, August 24, 2011

Mappening is what's happening...


And once again, my nemesis is revealed...

As the son of an architect, I grew up with a lot of graph paper around the house: big reams of it, small pads, just about any measure of the stuff that you can imagine. Yet I never really felt compelled to use any of it for mapping purposes until I started checking out older versions of Dungeons and Dragons. I always get kind of jealous when I look at the fairly amazing geomorphs that folks like Dyson and Risus Monkey put together because I've always been awful at putting my ideas about a building or a city down onto paper. Everything always ends up too symmetrical or too empty. This might not mean much when designing a loosely-structured western town or an asteroid haven for space smugglers, but it matters a hell of a lot when you're marking jugs for a Dungeons and Dragons heist.

The map that I'm holding in the picture above is the Temple of Manymon, a potential heist site that supposedly holds the bottled soul of one of the land's greatest poets in its sacred wine cellar. This is the product of three hours of draw, erase, conceptualize the space, draw again and erase again. I was intentionally trying to avoid making the temple too symmetrical and blocky, but ended up running into my second problem. As much as I do like the exterior structure of the building, I have no idea how to stock the damned thing. The only thing that I really have so far is the giant eyeball altar in the middle of the temple and the Greek-style open colonnade entrance. Maybe I should get back to space, where my head's clearer...

1 comment:

  1. I run into the stocking issue too. I find that putting together random tables helps. Figure out the sorts of things you want there, put them on the table, and start rolling! Let the dice figure it out for you, and then work the story from there!

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