Last weekend we
played the third session of my new 3.5 campaign and I feel like this session will stick in my memory as one of the best I have ever
run… in part because of everything that went wrong. It may sound malicious, but
the dice were often not with the PC's throughout the day, yet it felt like the
ensuing calamities were directly responsible for some of the session's best
moments.
Showing posts with label Dungeons Dragons. Show all posts
Showing posts with label Dungeons Dragons. Show all posts
Saturday, March 19, 2016
Friday, March 4, 2016
Start with the Epic: The Wandering Hills
Then there are days like today when I feel like something epic clicks into place.
I've been trying to flesh out some of the regions surrounding the one where my players are currently adventuring. I do this for my own enjoyment, and to prep for the possibility of "next steps" in my game's adventure path.
Today, my world-building thoughts started from a slightly different angle than my usual approach. Instead of thinking, "What cities and countries are around this one?" I started pondering some images that have been squirreled away on my Pinterest boards and thinking, "you know what's cool? Floating islands!"
So, instead of starting with the basic size and industry of a nearby citystate... I used floating islands as a starting point for this particular world-building session. I decided to work from the epic concept downward to anchor it in my game.
Floating islands got me thinking about what makes them float. Magic is an obvious answer. More specifically, I am using some elements of the Eberron campaign setting in my world, including air ships built from soarwood. In Eberron, soarwood is rare, and possesses a "magical buoyancy". Well, what if soarwood was not so rare, and was buoyant enough that uprooted trees would actually fly? By that logic, groves of soarwood might have enough lift to drag chunks of land with them!
The floating islands in my game would all be covered in buoyant soarwood groves! But what would actually dislodge the groves? Here, I turned to the real world and the karst landscape of southern China. Perhaps soarwood grows best in areas high in soluble minerals like limestone. Natural erosion might lead to spectacular gravity-defying formations that actually break free and wander from time to time.
With a strong theme for the new region, I turned my thoughts to the type of civilization that might call it home. What if someone took advantage of these floating islands to build cities? The cities would certainly be difficult to assault. Unfortunately, since trees grow and die, maintaining a balance to keep the city in place would require some work. Arborist guilds might hold a powerful position in such a civilization! They would be tasked with pruning and growing the soarwood groves not for aesthetic purposes, but to maintain the physical well-being of the city itself!
The notion of arborists as a powerful profession then led me to begin thinking of this civilization as elven... but a group of elves with a more practical approach to their nature affinity. Instead of simply being the "MOAR TREES!" kind of elves, they would instead focus on the meticulous balance between natural and built environments in their cities.
Over the course of just a few hours mulling this over in the back of my head while I worked at my actual job, I had come up with a natural biome for my world, and a civilization which felt both more fantastic than what often come up with, but at the same time, anchored more deeply in the reality of the world as a whole. When I work the other direction, it often takes me days or weeks to reach this level of detail.
If you find yourself struggling with fantasy world-building like I so often do, it might be worth giving this fantastic > mundane method a try.
So, instead of starting with the basic size and industry of a nearby citystate... I used floating islands as a starting point for this particular world-building session. I decided to work from the epic concept downward to anchor it in my game.
Floating islands got me thinking about what makes them float. Magic is an obvious answer. More specifically, I am using some elements of the Eberron campaign setting in my world, including air ships built from soarwood. In Eberron, soarwood is rare, and possesses a "magical buoyancy". Well, what if soarwood was not so rare, and was buoyant enough that uprooted trees would actually fly? By that logic, groves of soarwood might have enough lift to drag chunks of land with them!
The floating islands in my game would all be covered in buoyant soarwood groves! But what would actually dislodge the groves? Here, I turned to the real world and the karst landscape of southern China. Perhaps soarwood grows best in areas high in soluble minerals like limestone. Natural erosion might lead to spectacular gravity-defying formations that actually break free and wander from time to time.
With a strong theme for the new region, I turned my thoughts to the type of civilization that might call it home. What if someone took advantage of these floating islands to build cities? The cities would certainly be difficult to assault. Unfortunately, since trees grow and die, maintaining a balance to keep the city in place would require some work. Arborist guilds might hold a powerful position in such a civilization! They would be tasked with pruning and growing the soarwood groves not for aesthetic purposes, but to maintain the physical well-being of the city itself!
The notion of arborists as a powerful profession then led me to begin thinking of this civilization as elven... but a group of elves with a more practical approach to their nature affinity. Instead of simply being the "MOAR TREES!" kind of elves, they would instead focus on the meticulous balance between natural and built environments in their cities.
Over the course of just a few hours mulling this over in the back of my head while I worked at my actual job, I had come up with a natural biome for my world, and a civilization which felt both more fantastic than what often come up with, but at the same time, anchored more deeply in the reality of the world as a whole. When I work the other direction, it often takes me days or weeks to reach this level of detail.
If you find yourself struggling with fantasy world-building like I so often do, it might be worth giving this fantastic > mundane method a try.
Labels:
DnD,
Dungeons Dragons,
ecology,
epic problems,
world building
Wednesday, January 27, 2016
New Campaign - New DM System
![]() |
Introducing the toddler to the joys of dice. |
Our November session was also the first time that I played with a fully armed and operational toddler station running around our house. What's more, our particular toddler is incredibly fascinated by anything and everything electronic... and remember how he's fully armed? well those arms can now reach the top of the dining room table where we play. As such, I had to adjust my DMing a bit on the fly during the last game by putting away the Surface tablet mid session and switching to scratch paper and note cards.
Over the holiday break, I did some thinking about how to adjust my DM toolkit to better deter toddler interference. I'm currently prepping for our second session happening this weekend, and thought now would be a good time to share some of the adjustments I made.
The short of it is that I am switching to a digital/analog hybrid.
I am keeping Microsoft OneNote as my main record-keeping system. I contemplated switching back to an old-school quad-rule notebook, but I just like OneNote's search and reorganizational capabilities too much. However, I am ditching the Surface as a game table interface. The kid was just too drawn to it, and besides, we still have our 1st gen RT. It's upgraded 8.1 operating system takes up nearly the entire hard drive, though I shifted pretty much the entire file storage system onto a sim card, It still gets really bogged down the longer its on and becomes nigh unusable really fast.
Instead, I plan to shift to printed copies of my OneNote pages at the table. This worked really well for me during a one-off I ran for some of my previous players last summer. It just means that I need to remember to print the sheets.
In addition to the printed OneNote pages for encounters, I am going to try out 3x5 cards for my NPCs, and I did pick up a quad rule Moleskine for rough planning notes and adventure mapping.
I suspect the biggest change the notecards and printed pages will have on my style is to force me toward brevity... and therefore wit, right?
Labels:
campaign,
DnD,
Dungeons Dragons,
game notes,
game prep,
note cards,
notebook,
preparation,
Surface
Friday, May 22, 2015
An Exceptional Podcast
There are, however, a few shining exceptions to this rule. The Acquisitions Inc. "celebrity" games held at the PAXes are one example, as are some of the RPGs featured on Geek & Sundry. The appeal of these examples, however, relies in large part on the participation of notable members of the geek glitterati.
Well, recently I was directed to another exception to the D&D spectatorship rule. I have started listening to The Adventure Zone podcast, which was created by the McElroy's who also host My Brother, My Brother and Me over on Maximum Fun.com.
In the Adventure Zone, Griffin, Justin, and Travis McElroy are joined by their father as they dive in to 5th Edition D&D. Most of them have zero to limited experience with D&D, and Griffin is a first time dungeon master. They begin with the Lost Mines of Phandelver adventure before spinning off into a homebrewed plot set in the Forgotten Realms.
I regularly find myself laughing out loud in my car as the podcast plays during my commute, and have even sat for a few moments in the parking lot from time to time, just to hear a little more. The guys are definitely beer and pretzels-type gamers with a solid presence on the radio. The combination of table banter, humorous character choices, good radio presence and a willingness to not worry about genre makes this podcast highly listenable.
As a bonus, the Adventure Zone also solicits the names and ideas of listeners for use in their world. This has given rise to such characters as Magic Bryan, the drow, Johan the sad bard, and Davenport the gnome. I'm currently about 8 episodes in to what is currently a 15 episode run with new 'casts released every 2 weeks. So, if you need a nerding fix that you can enjoy while you work or drive, I highly recommend getting into The Zone.
Episode 1: of The Adventure Zone
Tuesday, February 17, 2015
DM Support Group
I got a bit of a surprise last week when the Wizards of the Coast video DM Support Group showed up in my YouTube feed. Turns out my best friend is portraying Rick, the Dungeon Master harried by magic item hungry players... boy can I relate. Rick includes a reference to a particularly frustrating player named Jeff (Geoff?) which I am going to say is a shout out to me, even if it's not.
Note: I have never played in nor run a campaign with my bestie. I have also never shuffled multiple decks of many things together. However, I can definitely relate to DM's suffering from players who are walking magic arsenals. Perhaps I should try attunement.
Monday, December 29, 2014
A Very Nerdy Christmas
My dad got the Wife Machi Koro, a really fun card-based city-building game that is very fast to learn and faster to play. The Wife and I played our first two games over the course of an hour or so a couple nights ago. I definitely recommend it if you're looking for a new game. It'll also be interesting to see how it plays with more than two people.
The Wife got me the amazing TableTop Owlbears shirt from Shirt Woot!
Lastly, I made my wife a gaming kit to hold her D&D stuff (except character sheets.). I picked up a craft box from Michael's, stained and lacquered it, lined the inside with green felt, and then made up a couple little boxes for her characters' minis. I decorated the outside of the boxes with drawings that represented the core elements of her characters-- fire for her pyromancer, and a tree for her druid.
I hope everyone had a wonderful holiday, and may 2015 be full of joy.
Labels:
DnD,
Dungeons Dragons,
holidays,
joy of painting,
minis,
reaper minis,
tabletop
Friday, December 12, 2014
A Whole New World
![]() |
Baby's first game session |
2014 has been a heck
of a year. Between working the bugs out of fatherhood 1.0 and settling in to
our new home out in the burbs, my family's gaming habit was chucked
unceremoneously into the back seat of life among the lost quarters and the ice
scraper.
Well, earlier this
fall, while rummaging around in the metaphorical seat cushions, I rediscovered
my desire to DM. It was a little flat and covered in crumbs, but still
functional. I put the word out to the old gaming group to see if folks were
interested in restarting the old D&D 3.5 campaign, or in rolling up
something new. The interest was definitely there, so we began working out what
would be different.
Our new house is on
the opposite side of downtown Seattle from most of my players, and the longer
travel time means that our previous weekday evening schedule was out. Having an
infant in the house also made late-night, raucous hack-and-slash Cheetofests
impractical. We ended up settling on Sunday afternoon game time. And because of
the longer commute for my players, we also decided to do longer, 6-hour
sessions about once a month. Honestly, this format is something that I have
been wanting to do as a DM for a long time. It means I don't have to shift
straight from working Sporkchop into gaming Sporkchop, and longer sessions mean
more continuity over the course of a game session.
The changes meant we
lost a couple players to busy lifestyles and other projects. This also made it
necessary to start a new campaign as the in-progress plotline of the former
game could not maintain its integrity minus the characters we lost.
We are now playing
in a different part of the same campaign world, and starting again with at
level 3 with four players down from the honestly unwieldy seven.
I also made a couple
changes to my DM-ing choices for this campaign to help it better fit with my
crowded lifestyle.
I am wholeheartedly
embracing Sly Flourish's philosophy of the Lazy Dungeon Master. I am trying to
keep prep minimal, and focused on the things that are really necessary to run a
fun session. The biggest specific choices I have made to simplify this new game
are:
Limiting the source material:
![]() |
Original from XKCD |
In my last game,
pretty much any supplement people wanted to work into the game was added to the
pile. While this was great in some ways, the sheer number of books we needed at
the table every session, and the sheer number of pages to flip through when leveling,
or looking up a rule really dragged the game down.
I decided to try an
experiment that I had been mulling over near the end of my last campaign. I
offered each player the choice of adding one supplement (no compendiums) in
addition to the core rulebooks as a source for their character's material. They
picked the splat book, and I would use it to help season the campaign world.
Most of the players embraced the choice, though I did get some pushback from
our resident min-maxer who had developed an astonishingly game-breaking
concept.
Going with found maps:
![]() |
You got the thiiing! |
I love world
building, and drawing maps. Unfortunately, it is also one of the most time
consuming aspects of game prep, and I just don't have the capacity to develop
my own custom city and dungeon maps for every session. I thought I would try to
add my own stories to existing maps I found online. I started with the
wonderful trove over at Dyson's Dodecahedron, and grabbed a couple candidates
for the starting city. I also did some searching through the Cartographer's Guild, and even pulled in some maps from published sources. This has not only
saved me a tremendous amount of prep time, but has also helped inspire some
ways to flesh out my shoestring concepts based on the spatial arrangement of
the maps in use.
Firing up the generators:
![]() |
This generator produces d100 random Daves These are the Daves I know, I know... |
NPCs are my key to a
successful session. If I can nail down the personalities and motivations for my
NPCs, I can wing most anything else. I have been making heavy use of the random name generator at Behind the Name, and of this awesome list of d100 NPC traits.
We have now run
three sessions. One for character building, and two play sessions. So far the
new structure seems to be working well. People are having fun, and the prep
time has been much more manageable than for the previous campaign. After our
last session my players also mentioned that they really enjoy the longer, more
leisurely sessions, which allow for time to eat together and catch up before
jumping into the game.
On a related note, I've had a lot of people start following my Youtube channel over the past few months after finding my DM Organization in OneNote video, and I got so excited by the new followers and the opportunity presented by this new campaign that I decided to make a video describing my OneNote planning process from the very beginning of a blank campaign.--A Let's Prep video!
I shot the whole thing, then reviewed it with the Wife and found that I was rambling into the bore-o-sphere throughout the video, so I never edited and uploaded it. I've been meaning to re-shoot with a tighter outline, but just haven't had a chance. If you'd like to see me prattle on about my game organization process on camera, let me know. Maybe it'll convince me to get off my butt and make it happen.
On a related note, I've had a lot of people start following my Youtube channel over the past few months after finding my DM Organization in OneNote video, and I got so excited by the new followers and the opportunity presented by this new campaign that I decided to make a video describing my OneNote planning process from the very beginning of a blank campaign.--A Let's Prep video!
I shot the whole thing, then reviewed it with the Wife and found that I was rambling into the bore-o-sphere throughout the video, so I never edited and uploaded it. I've been meaning to re-shoot with a tighter outline, but just haven't had a chance. If you'd like to see me prattle on about my game organization process on camera, let me know. Maybe it'll convince me to get off my butt and make it happen.
Labels:
3.5e,
campaign,
DnD,
Dungeons Dragons,
game group,
game night
Wednesday, March 26, 2014
Review: Table Titans S.2, Great Comic, Not so Great Game
Warning, this post contains a minor spoiler for anyone who hasn't read ANY of the Table Titans comics, but who intends to start with season two... for some inexplicable reason.
I started reading Scott Kurtz's D&D comic Table Titans when it was a little ways into its first season, so I was understandably excited when he began season two, "Winter of the Iron Dwarf" late last year. If you're not familiar, Table Titans follows the in- and out-of-game adventures of a runner-up group of D&D players who frequently haunt an actual Seattle gaming parlor in an effort to build their nerd cred and win the coveted "Winotaur". The comics are beautifully drawn by Kurtz, the characters have depth, and the portrayal of gamers feels real... as it should, since Scott himself is an avid player.![]() |
16 pages in, a player character appears. |
As Season Two began, however, something didn't feel right. "Winter of The Iron Dwarf" starts with an expository focus on a caravan of dwarves traveling from a besieged fortress in search of reinforcements. I thought... interesting, I bet the PCs are going to be escorts! Nope. These NPC dwarves were on their own... then they get to their destination just fine and ask the king about soliciting the aid of a great warrior (also not a PC). Through all of this exposition, the comic treats us to an uneventful journey, some decent travel talk, lush visuals and a rich feeling world. Only in the 10th page of in-game time in the comic... 16th page overall are we set up for a reveal that the warrior the NPC dwarves get is not the one they seek, but his daughter... one of the PCs.
Don't get me wrong, the art is still gorgeous. The story is definitely intriguing from a comic standpoint... But as it drew on without the input of the story's heroes, I grew antsy. See, while this technique of establishing the story's focus through supporting characters is great for comics. It's horrible for RPGs. Kurtz's DM character spends way too much time in exposition that is entirely devoid of input from his players.
Because this is a comic about a fantasy game, not just a fantasy world, the player in me began to get anxious until my inner voice was screaming, "WHY HASN'T ONE OF THE PLAYERS TOLD THIS JACKASS DM TO GET TO THE GOOD PART!?"
I was honestly torn, because as a story alone, it's really cool. I think, however, that it serves as an excellent example of the potential pitfalls of media crossovers and a DM who is too deep into his world. Expository introductions that focus on minor or supporting characters are common and work great in film, literature and even comics. The opening focus on C3P0 and R2 in Star Wars is a great example of this, as is the beginning of the LOTR films with Elrond and Isildur battling Sauron, or most of R.A. Salvatore's books, it seems. It works great in those media, because they are unidirectional. There is a storyteller, and a reader/watcher/listener who is taking it in. The exposition establishes the mood and draws the player in.
This can certainly also work in a game, but it's limited by the players' attention and desire to get in on the action. It's a perilous trap for DM's who have spent so much time lovingly crafting a world. They want to roll around in it, to share it with others... "see! look at this gorgeous thing I made!" But players, unlike readers aren't as interested in what YOU made. They want to get in on the creation process to add to or tear down your beautifully crafted world and make it their own.
Perhaps things would have been better of beginning with a focus on the dwarven messengers arriving to summon the wrong Bronzebottom. Is her dad unavailable? missing? Is the messenger just incompetent and doesn't realize he's called on the wrong person, or is the younger Bronzebottom so eager to prove herself that she dissembles or doesn't mention she's not the one they seek. Perhaps with such an adjustment to the opening, "Winter of the Iron Dwarf" would feel like both a great comic and an interesting game.
Don't get me wrong, the art is still gorgeous. The story is definitely intriguing from a comic standpoint... But as it drew on without the input of the story's heroes, I grew antsy. See, while this technique of establishing the story's focus through supporting characters is great for comics. It's horrible for RPGs. Kurtz's DM character spends way too much time in exposition that is entirely devoid of input from his players.
Because this is a comic about a fantasy game, not just a fantasy world, the player in me began to get anxious until my inner voice was screaming, "WHY HASN'T ONE OF THE PLAYERS TOLD THIS JACKASS DM TO GET TO THE GOOD PART!?"
I was honestly torn, because as a story alone, it's really cool. I think, however, that it serves as an excellent example of the potential pitfalls of media crossovers and a DM who is too deep into his world. Expository introductions that focus on minor or supporting characters are common and work great in film, literature and even comics. The opening focus on C3P0 and R2 in Star Wars is a great example of this, as is the beginning of the LOTR films with Elrond and Isildur battling Sauron, or most of R.A. Salvatore's books, it seems. It works great in those media, because they are unidirectional. There is a storyteller, and a reader/watcher/listener who is taking it in. The exposition establishes the mood and draws the player in.
This can certainly also work in a game, but it's limited by the players' attention and desire to get in on the action. It's a perilous trap for DM's who have spent so much time lovingly crafting a world. They want to roll around in it, to share it with others... "see! look at this gorgeous thing I made!" But players, unlike readers aren't as interested in what YOU made. They want to get in on the creation process to add to or tear down your beautifully crafted world and make it their own.
Perhaps things would have been better of beginning with a focus on the dwarven messengers arriving to summon the wrong Bronzebottom. Is her dad unavailable? missing? Is the messenger just incompetent and doesn't realize he's called on the wrong person, or is the younger Bronzebottom so eager to prove herself that she dissembles or doesn't mention she's not the one they seek. Perhaps with such an adjustment to the opening, "Winter of the Iron Dwarf" would feel like both a great comic and an interesting game.
Labels:
comic,
dm,
DnD,
Dungeons Dragons,
review,
roleplaying
Friday, January 17, 2014
D&D 40th Anniversary Blog Hop
After reading over the list, I suspect that some of the posts will be rehashes of things you've already seen on this blog, and others will require a bit of creative interpretation. I was a long-time lurker with D&D, and did a lot more reading and dreaming about it in my earliest days. I am also the perpetual DM, and my stints as a player have generally been short-lived, so the answers to many of the player-oriented questions will take some tweaking.
Still, I feel like I work best with prompts, and am looking forward to a productive posting February!
Monday, December 2, 2013
Make-it Monday: Sporkchop Attempts to Sew a Dice Bag
We decided that my first project would be to try my hand at a dice bag similar to the one Paul Mason makes in this nifty tutorial video over at Geek & Sundry. It seemed simple enough, but let me tell you, even though the project only involves four bits of fabric (five if you add a decorative piece to the bottom like in the video), it sure does a good job of presenting its share of frustrations. The circular bottom bit was probably the most frustrating to line up properly, and the stretchy fabric I picked out didn't help.
After a bit of hemming and hawing, (get it? hemming!?) and perhaps a paltry amount of pouting and blowing off of steam, I finally managed to create something that I am not horribly embarrassed to use for dice storage.
![]() |
See! Happy Sporkchop! |
![]() |
I ended up with some unintended pleating around the base of the bag, though I do like how the bit of paisley I picked for the bottom lined up... sort of tentacley! |
![]() |
The black, velvety lining is also pretty boss. |
Friday, November 29, 2013
Game Maps and Notes From My First Adventure EVAR!
The girl I was dating at the time (read getting caught making out on people's couches like the uber-jerk I was at that time in high school) had an interest in D&D I think largely due to her dad. The basement of their house was AWESOME. Wall to wall shelves of dad's fantasy paperbacks and game books.
Well, she and some of our other friends wanted to get a game up, but we had no DM... of course, I said I'd do it. What's the big deal? I thought. I had previously played and run a lot of HeroQuest and Dragon Quest games. I really liked THOSE. how hard could it be!?
Labels:
2e,
adventure,
DnD,
Dungeons Dragons,
game notes,
maps
Monday, November 18, 2013
Make-it Monday: SketchUp Tiles
![]() |
Using SketchUp's built-in style sets can yield some really cool looks. |
I apologize for the lack of posts last week. Life got really slammed as the Wife and I scrambled to finalize our offer on the house it looks like we will be buying. All offers and counter offers have now been accepted, so we just need to finish wrapping up the mountain of paperwork that goes along with such things and we'll be on our way to home ownership! We also headed out of town late last week to go down to Oregon. I had a conference to attend, and we decided to extend our trip into a mini-vacation... without a computer.
Labels:
DnD,
Dungeons Dragons,
dwarven forge,
map,
mapping,
sketchup
Monday, November 11, 2013
Make-its of Days Past: Map, Ulrich's Pass
Life came on pretty strong this past week. The Wife has been down for the count with a wicked cold, and I have been doing my best to keep up with the weekly chores so she can rest. Of course we didn't actually get much resting done, as we just put an offer on a house this weekend and had it accepted! Holy crap, now we're in the inspection and Escrow scramble.
The point being, I didn't have time to really make anything new this past week. That's not to say I didn't put time into keeping my make-it resolution going. I did put an hour or two worth of work into figuring out an approach to making SketchUp videos for gamers, and I am cultivating ideas on that front, but I didn't end up producing anything worth sharing from the effort. The Wife also got into the make-it act after getting bored with lying around, watching TV (and buying houses). She picked up a paintbrush and applied a base coat of grey paint to an entire set of the Dwarven Forge tiles that I started recently.
So, as a consolation prize for not finishing anything new this week, I give you another map from my very first DM binder. I don't even remember what Ulrich's Pass was supposed to be for, but I definitely dig the topographical feel. Also, hex paper! I found a whole huge sheaf of the stuff in the binder. I distinctly remember struggling to form my opinions on the usefulness of hex vs. square paper back in my 2e days. I definitely dig hex for regional maps like this one, but still prefer quad-rule for dungeons or other tactical maps.
Wednesday, November 6, 2013
Running Dreamland Adventures in D&D
I came up with a few custom mechanics for creating a dream-like feel to the adventure, and I will get to those in just a bit, but first a little back story to set the stage.
Labels:
adventure,
DnD,
Dungeons Dragons,
session planning
Friday, November 1, 2013
SketchUp for Gamers
![]() |
The landing at Fenwatch from my last campaign |
Now, I am a huge fan of SketchUp. I deal with it regularly in my day job as a museum exhibit developer. I even teach an annual introductory seminar on it for my former grad school program. So, I like to think of myself as being relatively skilled with the software. Yet in my several attempts to adapt the program for game mapping purposes, I always wind up faltering and leaving a half-produced model waiting to be finished. Why is that?
Using SketchUp well takes time.
I think the name SketchUp is a bit of a misnomer, because if you use the program like a sketch pad, simply drawing in your maps, your model can quickly become cumbersome to work with. The program should really be called "ModelUp", because, as I tell my students, it works best if you "group early and group often". To translate for mapping, each bit of the map should be "sketched" as its own unique group or component. Every doorway, pit trap and blood-soaked altar should be set up as a discrete building block and then plugged into the model. The downside to this technique is that it adds steps, which adds time to the process. If you are in a hurry to get a map done for next week's game, you might want to run with pen and paper. Heck, even at work, we use pencils and sketch pads as much as any software, especially when pressed for time.
Because I'm running an active game, and leaning towards the Lazy DM model for most of my planning, cracking open a SketchUp file for my location-based encounters just hasn't been practical of late. If I were focused on mapping for maps' sake, or making something for publication, it might be a different story, but when in a hurry, it's best to stick with quad ruled paper and pencil.
That being said, SketchUp can offer some definite advantages in certain circumstances such as:
So, perhaps the best way to start using SketchUp for a game is to build game-like things for fun... without session prep deadlines, or real requirements. Once you have your system down and a library built up, then take the plunge to work it into actual game mapping.
Of course, all of this rumination on SketchUp has both given me an idea and gotten me tempted to try my hand at game mapping in it again. I think that I will take a stab at creating an online version of my intro to SketchUp seminar, but with a focus on creating things for use in RPGs. I don't have a schedule for it, so it will likely be slow to roll out. Nevertheless, I think it could be helpful for those game mappers who want a leg up to use SketchUp well.
In the mean time, if you are currently using SketchUp for fantasy mapping purposes, you can find some furniture and other dungeon/castle elements (along with a couple unrelated projects) for use in your models in my SketchUp warehouse here.
![]() |
Hey Geoff... why you no finish Wayshepherd's Guild? |
Using SketchUp well takes time.
I think the name SketchUp is a bit of a misnomer, because if you use the program like a sketch pad, simply drawing in your maps, your model can quickly become cumbersome to work with. The program should really be called "ModelUp", because, as I tell my students, it works best if you "group early and group often". To translate for mapping, each bit of the map should be "sketched" as its own unique group or component. Every doorway, pit trap and blood-soaked altar should be set up as a discrete building block and then plugged into the model. The downside to this technique is that it adds steps, which adds time to the process. If you are in a hurry to get a map done for next week's game, you might want to run with pen and paper. Heck, even at work, we use pencils and sketch pads as much as any software, especially when pressed for time.
Because I'm running an active game, and leaning towards the Lazy DM model for most of my planning, cracking open a SketchUp file for my location-based encounters just hasn't been practical of late. If I were focused on mapping for maps' sake, or making something for publication, it might be a different story, but when in a hurry, it's best to stick with quad ruled paper and pencil.
That being said, SketchUp can offer some definite advantages in certain circumstances such as:
- Dungeons with overlapping levels. The ability to view models from all angles is a powerful visual tool when dealing with twisting ramps, balconies and other vertically layered environments.
- Recurring locations. Recurring environments in your game, especially those that might be modified over time can really benefit from the SketchUp treatment. If you set things up well, it can be quick and easy to expand the kitchen on the party's keep, or add battle damage to the mage's tower. If set up poorly, however, such changes could be a nightmare.
- Established Settings. This is a bit of a Catch-22. SketchUp can get more efficient as you use it, but it can take a while before it is efficient enough to be worth using for a game. Why is this? Well, again, if you are building your models well, you will start to accumulate a library of components that can be quickly plugged into other models as needed. If you don't need to create a creepy statue for your 2nd or 3rd creepy statue dungeon, you can save a lot of time if you slogged through the work in the 1st one.
So, perhaps the best way to start using SketchUp for a game is to build game-like things for fun... without session prep deadlines, or real requirements. Once you have your system down and a library built up, then take the plunge to work it into actual game mapping.
Of course, all of this rumination on SketchUp has both given me an idea and gotten me tempted to try my hand at game mapping in it again. I think that I will take a stab at creating an online version of my intro to SketchUp seminar, but with a focus on creating things for use in RPGs. I don't have a schedule for it, so it will likely be slow to roll out. Nevertheless, I think it could be helpful for those game mappers who want a leg up to use SketchUp well.
In the mean time, if you are currently using SketchUp for fantasy mapping purposes, you can find some furniture and other dungeon/castle elements (along with a couple unrelated projects) for use in your models in my SketchUp warehouse here.
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It's like some sort of kobold-filled Ikea |
Labels:
cartography,
DnD,
Dungeons Dragons,
mapping,
maps,
sketchup
Wednesday, October 30, 2013
Make-its of Days Past: Maps, Falrhea and Ravenwood
Hey hey, map junkies! I've got a couple more maps to share with you from my very first DM's notebook. The first is a very similar, yet slightly different left-justified regional map akin to the one I posted a couple weeks ago!
I'm not sure how this map relates to the previous region, but I suspect they are part of the same game world. I haven't found a whole lot of notes pertaining to either of these maps. I think high school me was more fond of the drawing aspect of world-building, and likely kept a lot of the relevant story in my brain rather than putting it on paper. Over the course of time, the contextual details, which informed these maps has long-since faded.
That being said, present me really likes the detail past high school me put into the coastline, and is honestly impressed at the decent place names my younger self came up with.
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Despite my decent naming skills, "Falrhea" sounds like vertigo-induced dysentery |
While losing the contextual details behind these places after 20 years in a musty closet is a little sad, these maps also present a sort of blank slate from which to form new stories! I may see if I can't work some of these into the Westerlands at some point.
If you like these ongoing posts of maps from my gaming past, stay tuned. There are still more in my binder and I plan to keep sharing them here.
On a separate note, in case you missed it, I updated my final Halloween costume post with a couple of better pics taken by my friend, Dan.
Labels:
DnD,
Dungeons Dragons,
map,
mapping,
maps,
world building
Friday, October 18, 2013
Encounter Design: Party Planning
Two weeks ago, I ran the first real session of my second campaign. Because the session picked up just a few months after the climax of the first campaign, my players decided that the wanted to kick things off with a celebratory feast. Makes sense, given that they saved the world, and all.
Celebrations aren't new to this particular group of players. Their characters have thrown several shindigs over the course of their careers. In the past, however, its usually been just a matter of blowing some well-earned loot, bolstering their reputation, and the in-session commitment has involved a bit of flowery description and maybe ten minutes of our time.
This time was different. This time, they wanted something... several somethings, actually.
During a couple pre-campaign get togethers while the players were leveling, upgrading their base of operations and blowing their well earned loots on new shiny things, they hatched a plan for this party. They wanted to use it to advance a couple plot threads left over after the last campaign, and to hopefully kick off a couple more.
Specifically, they hoped to accomplish the following:
- Reveal the secret royal identity of the party's rogue
- Legitimize their ownership of their base of operations (gained while the land was in conflict)
- See if they could find some insight into an ongoing demon-possession problem the party monk is dealing with
- Look into purchasing an airship from the gnomes so they could go recover the remains of a dragon hoard they were forced to leave in a far off ruin during an earlier adventure
- Look into opening a trade route via an abandoned pass in their territory to a neighboring country
- Oh, and of course, endear themselves to the people
Well, of course there was no way I would let them reap the potential rewards to be gained from these various desires with just a bit of description and a few minutes time. There are big ticket items in there, and they would need to work for them! So, I decided to turn the celebration into a session-long encounter, complete with the very real possibility of horrible, embarrassing failure.
Labels:
DnD,
Dungeons Dragons,
party,
roleplaying,
session planning
Wednesday, October 16, 2013
Make-it of Days Past: Map, Amak Tor and Surroundings
I am on the road this week, so you are getting the travel edition of ROFL Initiative. I rolled for random encounters during my trip today and got one delayed flight, which lead to several extra hours tacked on to my travel time.
Anyway, mapmaster, Dyson Logos has been encouraging everyone on G+ to post mapping creations from their pasts. So I have. Here is another map from my very first game world, that I created back in high school. This map doesn't have quite the polish of the one I posted last week. My river placement and coloring are much sloppier.
One thing that is interesting about this map is that the place names really show the influence that David Eddings was having on my high school self. The heavy use of "K"s in the place names on this map indicates that this is bad country.
In other news, if you have ever wondered what it takes to start up a video game company, I recommend you check out my buddy Charles' blog. He's been producing games for the likes of Microsoft and Sony for over a decade, but set out on his own recently to start his own company. His blog is tracking the earliest stirrings of his newly full time company. If you're interested in reading about what it takes to get into games AS IT HAPPENS, I highly recommend you check out his shizzle... and his blog.
I've got more maps, more costume updates and a recap/how-to for running an encounter centered on a feast or celebration all in the works, so stay tuned!
Labels:
DnD,
Dungeons Dragons,
inspiration,
mapping,
maps
Wednesday, October 9, 2013
Make-its of Days Past: Map and Airship Diagram
I've been going through a bunch of boxes retrieved from my family's storage unit, and recently stumbled on the most amazing thing! My DM binder from THE VERY FIRST D&D CAMPAIGN I RAN BACK IN HIGH SCHOOL!! This is vintage gaming gold from the days of 2e folks! Of course if I recall, the campaign lasted all of two or three sessions, but the world-building was pretty epic.
Monday, September 30, 2013
Make-its of Mondays Past: Jane Austen's Dungeons and Dragons
Bonus post for your lunchtime enjoyment!
Long before mash-ups were all the rage, an adolescent me had visions of comic grandeur. I occasionally put pen to paper and in my hormone and Stridex-addled state, attempted to write things that I thought were brilliant bits of sketch comedy. Well, this past weekend, the Wife and I dug a bunch of boxes out of the old family storage unit to be reorganized and transported to the NEW family storage unit. Among the detritus of my murky past, I stumbled upon one of these sketches that appears to be of high school vintage.
Perhaps against my better judgment, I have decided to post it in its full, un-revised glory for you lovely readers. BEHOLD A GLIMPSE INTO THE MIND OF HIGH SCHOOL GEOFF!
Long before mash-ups were all the rage, an adolescent me had visions of comic grandeur. I occasionally put pen to paper and in my hormone and Stridex-addled state, attempted to write things that I thought were brilliant bits of sketch comedy. Well, this past weekend, the Wife and I dug a bunch of boxes out of the old family storage unit to be reorganized and transported to the NEW family storage unit. Among the detritus of my murky past, I stumbled upon one of these sketches that appears to be of high school vintage.
Perhaps against my better judgment, I have decided to post it in its full, un-revised glory for you lovely readers. BEHOLD A GLIMPSE INTO THE MIND OF HIGH SCHOOL GEOFF!
Labels:
creativity,
DnD,
Dungeons Dragons,
jane austen,
writing
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