Roleplaying Tips Weekly E-Zine Issue #368
Mapping Tips: Planning Your Map Saves Time
Contents:
This Week's Tips Summarized
Mapping Tips: Planning Your Map Saves Time
- Make An Inventory List
- Define Boundaries
- Sketch Your Maps Out Before Starting A Final Version
- Use Layers
Readers' Tips Summarized
- Simple PC Characterization
- Vampire the Masquerade Tips
- Take An Annual Break To Rejuvenate
- Bottom-Up World Building
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A Brief Word From Johnn
Handwaving Past Slow, Boring, Inconsequential, and
Static Parts
A recent post at Treasure Tables about handwaving got me to
thinking about what I do as GM. Handwaving involves fast-
forwarding through certain parts of gameplay. It's a great
technique to bypass times when the game gets slow, boring,
inconsequential, or static.
My goal each session is to blast through as much game
material as possible. I prefer a brisk pace, though that
sometimes gets me in trouble. I handwave through clean-up
parts of an adventure where there's just minor critters left
with little hope for cool moments. I handwave past
encounters that seem to offer no value at the time (I put
them in a bucket for later re-use). I handwave past travel
periods, shopping trips, and basic character-world
interactions. I often handwave past character planning
moments where I know players are working with bad or
incomplete information and their decision will be rendered
moot the moment they act.
I think the process of handwaving is just as important as
the benefits of skipping past undesirable game time:
- I usually announce my intentions to the group first, and
provide reasons why (that don't reveal secrets).
- Next, I ask for player feedback. Opt-out tends to be more
efficient for this kind of thing, as long as you're
confident your players will speak up. Some brief
conversation usually follows as i answer questions or
address concerns.
- If we opted to continue without handwaving, then we do
so. Otherwise, I summarize the decision to handwave,
describe what we're handwaving past, include any player
amendments, and ask for any last objections.
- I conclude with a description of how things proceed,
tying up any loose ends as required.
If you don't handwave, I suggest you try it when you see a
spot of dead game time approaching. Communicate with your
group as outlined above. Do this a few times before passing
final judgement, as the process becomes quicker each time.
Here's the Treasure Tables post.
I hope you can get some GMing done this week.
Cheers,
Johnn Four,
johnn@roleplayingtips.com
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GM Mastery: NPC Essentials
NPC Essentials is a collection of tips, techniques, and aids
designed to help game masters inject detailed NPCs into any
role-playing campaign. Inside the book you will find advice
on designing, roleplaying, and managing NPCs during the
entire lifetime of your campaigns. Also included are NPC
archetypes, encounters, charts, and an example NPC-centric
adventure. Written by Johnn Four and illustrated by V Shane.
Read 30+ reader reviews at RPG Now
Return to Contents
Mapping Tips: Planning Your Map Saves Time
By Johnn Four
RPGs are a do-it-yourself hobby, and one of its treasured
activities is making maps. It's too easy, though, to pick up
a pencil and start drawing without thinking. Most botched
maps fail for the preventable reasons outlined in this
week's tips. However, you can improve your map-making with
some quick but effective planning before you start each map.
Hopefully this week's tips will help you draw better maps in
faster time by using just a little forethought.
1. Make An Inventory List
Unless I'm copying a map or I'm mapping out a well-known
place, the first thing I do is make a list of map contents.
I keep this list handy and add to it when ideas come to me.
We are usually creating maps of fictional places, so there
are no pre-existing guides and maps to base our mapping
requirements from. To save re-draws, erasing, and mapping
hassles, it's best to know before you start all the items
that need to be present on your map.
Names of places and things are best inventoried so you can
locate and label with confidence (label placement has been
the bane of many of my maps).
Even a guide as to the amount of any given element that
needs to be situated will help you with distribution while
drawing.
For example, for a kingdom map you might list:
- # of provinces or states and their names
- # of major cities and their names
- # of towns per province, state, or square inch on
the map
- # of villages per province, state, or square inch on
the map
- Number of paved roads - all other roads will be dirt,
tracks, or trails (paved roads require money to maintain,
so they won't be common in poor societies)
- Castles, forts, outposts - names or quantities
- Number of nobles who might have estates
- Name of the capital
- Names or types of unique monsters and lair preferences
- Humanoid populations and location preferences
- Villains and home base preferences
For dungeon maps, you will have your notes and keyed
location entries as a beginning inventory list. You might
also give thought to ecology and features, to help remind
you to include them when it comes time to draw:
- Formation method(s)
- Historical use
- Entrances and exits - each faction should have their own
- Water sources
- Trap ideas
- Lair preferences per faction
- Terrain ideas
- Special locations
- Special minerals
- Special encounter ideas or plans - stage bosses, huge
creatures, choke points, conflict points, etc.
In some cases, though, we might not know what must go on a
map until we start drawing it. If you try mapping first,
then make a critical mistake and begin re-drawing, stop
before crumpling up that first draft. Make a list of the
items you've placed on it, and cross things out on the bad
map as you list them so you don't overlook any.
I have bungled maps in the past where I've forgotten key
elements when redrawing botched attempts. During redraws you
need to learn from your mistakes and relocate everything
without mishap, and an inventory is the best way to do this.
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2. Define Boundaries
Determine where a map should begin and end before you start
drawing. What area must the map depict? Where are its outer
boundaries? Figuring this out before you start drawing will
save you grief later on should you realize you need more
space.
You can always tape on more sheets of paper or increase the
document size, but planning boundaries ahead of time will
ensure your map is properly centered and drawn out according
to your vision.
For example, you might start drawing a city from the middle.
As you reach the edges of the paper you begin adding walls.
It's not until you're done that you realize you need to know
what's beyond those walls, but there's no room left on the
paper to draw in fields, roads, manors, and offsite
locations. At this point, you can either get the tape and
attach more paper, or zoom out and draw a regional map.
Either way, your vision for a tidy, one-map system is lost.
Another city example: you start with the boundaries. First,
you draw landscape boundaries. The city is walled, so you
draw in the walls next. Just as you start filling in streets
and buildings, you remember the population count and do some
quick estimating only to determine that the area is too
small for that many people. You can either increase the
scale of the map and hope it still fits within your region
map; you can go vertical to increase population density with
taller buildings; you can change the population count, which
will impact kingdom or regional resources; or you can map
again.
Before starting your next map, look at your inventory list
and envision what you want your map to show. Plan how you
can fit everything in with proper scale and position
selection before drawing.
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3. Sketch Your Maps Out Before Starting A Final Version
Whether you are pushing a pencil or pixels, make rough
sketches of your map until you are clear what you need to
draw in your final version. This will save you a lot of pain
and tears, and minimize the number of re-draws.
Sketching first also helps with writer's block. The task of
drawing a final map version at the same time as you are
making up what goes on the map is difficult. Do one thing at
a time.
I often start with blobs. Using my inventory list, I'll draw
rough shapes first and label them. This helps me ensure
everything is going to fit. It also gives me my first view
of borders, neighbours, area, and position. Armed with an
eraser, or through fast redraws, I'll tweaking the blobs
until I'm happy.
For example, I might be drawing a dungeon that needs to hold
orcs, lizardfolk, dwarves, and an undead region everyone
avoids. My first attempt might put each faction in a corner.
I draw rough squares on paper and label them. Time: 10
seconds.
Looking at that arrangement, I decide it would be more fun
to stick the orcs in between aggressive dwarves and
lizardmen. Perhaps the PCs end up working for the orcs,
without knowing it, as the creatures are getting squeezed
hard along two fronts. I cross out the old labels, write in
new ones, and scratch out some changes to the boxes. Time: 1
minute.
I then decide to put the undead in the back of the
lizardfolk region and make it a dwarven graveyard, giving
the dwarves a strong reason why they're trying to break
through orc lines - to rescue their ancestors. I grab a new
sheet of paper, draw revised blobs, and label. Time: 30
seconds.
Sketching blobs out also gives me an idea of proportion.
Population density, access to resources, neighbour size, and
other factors are revealed with blob size and placement as
well. On my new draft, I draw in items on my inventory list:
small pond, stream feeding pond, mushroom cave, and well-
protected rat's nest. Seeing this, I revise a couple of blob
borders, their shape, and territory a bit. Time: 2 minutes.
When it comes time to draw a final map now, with four
minutes of planning under my belt, all the important details
are hammered out. I can focus just on using or learning the
mapping tools and my drawing style - the content is planned
and laid out for me already.
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4. Use Layers
Before drawing your map, make a use case list. What are the
reasons and ways you want to use the map? Sometimes this
reveals specific map versions with special requirements. If
you make your finished version, for example, and then
realize you want a player version without all the secret
doors and notes, you could be stuck.
Example uses:
- Template - blank map with just the basics drawn in
- Player handout
- Faction or political map
- Event or encounter planning map
- A version with all traps, secret doors, and hazards noted
- Historical snapshots
- Blank map for taking in-game notes
Use layers as a way to get multiple uses from one map. If
you are using software that supports layers, then use them
often. If you can merge layers, then go crazy with them,
because you can combine and group layers when you're done.
If your software doesn't support layers, then you can save
versions of the map as you go. This is where your use case
list comes in handy, because you can plan out ahead of time
what map versions need what features, and you can plan on
doing a series of drawings based on a linear progression to
get you all the versions you need. Store this solution
somewhere because you can use it as a template for all
future maps of this type.
If you are drawing on paper, you can also plan how your
sequence will evolve so you can get most or all of the map
versions you need. If you have a copier nearby, you can
finalize a stage, and copy it to start drawing in the
details of the next stage. Alternatively, you can create a
blank map template, and draw up each version you need from
there. Another option is to create your base map and use
acetate (overhead projector) sheets with markers to layer on
information.
Note, with templates and versions, if you ever make an
important change to one map, you'll need to update all
copies. This is where good planning pays off. If you can
prevent forgetting to draw in important elements, get your
borders right, and know what features each version needs,
you can minimize errors and save time.
For example, you might decide on this progression and set of
use cases:
- Layer 1: Draw in physical landscape, such as shoreline,
mountains, and two rivers.
- Layer 2: Layer 1 + city walls.
- Blank map
- Sketch stage with blobbed out districts and factions
- Layer 3: Layer 2 + streets and key buildings.
- Player's map
- Encounter locations and keyed locations map
- Layer 4: Layer 3 + guard, fire brigade, powerful NPCs
information and locations.
- Emergency response map and planning in case the PCs do
something naughty or foolish
- GM planning map in case PCs do something unexpected
- Layer 5: Layer 3 + sewer lines, tunnels, and sewer
entrances.
- GM planning map
- Player's handout
- Layer 6: Layer 3 + parade route and encounter locations
for next session's parade adventure.
* * *
Just a few minutes of planning can save many maps from the
trash bin. Planning also gives you greater confidence when
you start drawing or using your mapping software. You should
know what you're drawing first, so you can save time and
energy.
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GameMastery Module D1: Crown of the Kobold King
An adventure for 2nd-level characters. The crown of the
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Five children from Falcon's Hollow went missing, dragged off
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Readers' Tips Of The Week:
Have some GM advice you'd like to share? E-mail it to johnn@roleplayingtips.com - thanks!
1. Simple PC Characterization
From: Scott Gorham
I'm a DM in my mid-twenties with a background in theatre. I
run adventures with a group of 4-5 guys whose ages span 18-
22, and they are all definitely power-gamers. Suffice to
say, I sometimes have a hard time getting them to roleplay
characters while they are powering over encounters four
times higher than the party average.
For a recent adventure, I took a few pointers from the boys
doing the WotC DnD Podcast.
Strong Stat, Weak Stat
As my players rolled up new characters, I gave them the
option of either taking a simple array of ability scores or
rolling them. But when rolling them, four rolls were normal
(four dice, ignore the lowest). The other two were for
extremes. One ability score had to be rolled with only three
dice, ignoring the lowest. The last allowed for five dice,
ignoring the one lowest.
Most of the guys took the array, but one decided to take the
risk. He ended up with a 22 Dexterity, but a 5 Wisdom and a
6 Intelligence. "Sweet, now I can play that dual-wielding
whip-master I've always wanted!"
One-Word Descriptors
The next step was character background. Again, off of the
WotC boys, I told the guys to not make backstories or
motivations yet, but instead to pick just one strong
adjective for their character. We ended up with:
- Bernard the crotchety dwarf cleric
- Jane "Chunko" the oblivious half-orc barbarian
- Vash the forgetful human druid
- Our whip-wielding friend, the cute human fighter (with 13,
he had the most Charisma of any in the group)
There was a smart NPC to lead them through the obvious
spots, but mostly he just sat back and smoked while the boys
Forrest Gumped their way into the secret tunnel and the pit
beyond.
These power-gamers spent about three hours negotiating the
pit, keeping the dwarf in spiked full-plate from drowning in
4 feet of water, getting him off of a spiderweb, then
fighting off the monstrous spiders while he held his breath
entangled underwater.
For powergamers such as these, killing 7 small monstrous
spiders doesn't count for much of an accomplishment, but
they admitted later that it was one of the most entertaining
encounters they had had in weeks. Most of the time was spent
not in intricate plans or arguments about rules, but
asking, "How would my character try to untangle someone from
a spider's web?"
A running jump and a barbarian tackle, that's how.
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2. Vampire the Masquerade Tips
From: Daniel Burrage
"Always make sure they don't know what they're dealing
with, even if you have to roll for them. Don't tell them,
"it has a defense of 2, so take 2 out and roll. You missed."
That's bland and lacks suspense.
It should be, "the creature skitters in a rather unnatural,
lizard-like way when you swing, and you don't even touch
it." Or, "You swing the antique cutlass with all your might,
but the werewolf's changed form is too much, and your arms
ache with vibration from striking something that solid."
- Whenever possible, keep the players in the dark,
literally. If you turn out all the lights, maybe play some
heavy metal quietly, that's set the mood for unknown danger.
Many is the time the contemporary lovers argued the musical
choice, but it always set the mood for some hardcore vampire
escapades.
- Don't make monsters too tough, but make situations tough,
and make creatures seem impossible to defeat. A team of
vamps with archaic weapons, heavy duty firepower, and full
riot gear is pretty tough. Yet put them in the middle of a
parade, where they can only bring brass knuckles and knives,
add a vampire slayer who doesn't care about civilians
attack, and you have an interesting encounter.
- Spread rumors to keep players on their toes. You could
tell them there have been recent animal attacks where only
half a corpse or so is left, and they'll probably look into
it. You tell them they hear there's a werewolf killing
people downtown and they'll load up on silver and trash your
monster. Or better still, spread false rumors, then ransack
or booby trap their haven. Always zig when they expect a
zag.
- Don't feel bad about hitting them where it hurts. If their
enemy knows their vampires, and has half a brain, he'll
bring fire and stakes. He'll definitely find out where their
haven is and try to dust one in his sleep. And why shouldn't
he? He shouldn't want them dead any less because a player
had a bad day or they're wounded. Exploit weaknesses that
they have and you don't. Go ahead, try to go Dusk till Dawn
2 on them, shoot them with a bow, and reel them in to the
sun. It works, and it's a bad guy thing to do.
- Don't always let them know what shape they're in. Tell
them, "You're badly wounded, shot gun to the gut. Vamp or
not, it hurts." Avoid such descriptions as, "you're down
three bashing and two lethal, so you should drink up and
heal."
- There's nothing less successful than roleplaying something
and then rolling it. It's a role playing game, and you're
the story teller, no need to resort to dice. If it scares
the player, the character's scared. If there's successful
diplomacy, don't spoil it with dice.
- If a player has a cool idea, don't ruin it just because
it's not in the books. If he says, "Yes, old blunderbuss!
I'll just stick a cross in there and he's toast!" Don't tell
the poor guy blunderbuss isn't in the book, just give it a
number, or better still, describe the monster dying. Heroes
should always win when they come up with something like
that, unless they're truly outclassed.
- Scare them. If a player goes down, make him leave the
room. A guy goes blind, have a blind-fold ready. If you know
a really cool scene from a movie with a similar monster, pop
it on and tell them that's what they see.
* * *
Johnn, could you also request some Werewolf: the Forsaken
and other WoD game tips? I'm playing in a mixed campaign
soon. I would request tips about keeping the horror up and
leaving it suspenseful. Also tips on making sure the story
is a story and not an action flick.
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3. Take An Annual Break To Rejuvenate
From: Bill Stephens
I am responding to your "Creativity is the Key" section. My
biggest advice is to take a break from gaming and during
that time; think on the story without time constraints.
I made a deal with my wife on our 1 on 1 game. I will GM
continuously with her for 10 months, straight, no excuses,
as long as I got a 2 month break during the summer to relax.
We have just finished that break period and I am ready to
spring my newest ideas and twists upon her.
This next week is going to be one of the longest because I
_want_ to GM now. I want to expose some new truths and
reveal other mysteries that she had been exposed to before,
yet I didn't really have the time to develop fully.
Sometimes, just going at a breakneck speed can kill a game
faster than taking a little time off to work out some of the
more interesting aspects the storyline has to offer. Slow
down a bit. Take some time off. Your game will thrive
because of it.
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4. Bottom-Up World Building
From: Dave
Johnn,
When I first started trying to build a world map of my
campaign world, I spent days drawing maps and trying to
place things just right, all in failure. Nothing seemed to
work and it was much more effort than I wanted to do.
Then, a friend advised me: "You're trying to start with a
complete world. Start small and work up to it." That's what
I did.
I selected one of those modules (B2: Keep on the
Borderlands). I expanded the setting, geographical location,
and population. I detailed everything from lairs to
farmland. When I had finished I placed it on a "blank map"
in the location that best fit the terrain. Then I started
with another, and so on. Today, I have a complete world.
It's still growing but complete in scope and details.
I eventually placed all those modules and homebrewed
campaigns, one at a time, and it was fun. As time went on, I
added in history, religion, resources, seasons, holidays,
and politics - local, regional, and global. I didn't have to
do it all at once. It has taken 15 years to complete and
fills two 4 drawer filing cabinets.
One thing that has made it all worthwhile is I can track how
the PCs have changed their world: exploring new lands,
ridding the land of more than one menace, wars, political
scandals, etc. In one memorable campaign, a PC was knighted
and made a duke with lands and surfs to lord it over.
The geography changed over time as I learned more about it
and how it is supposed to work. Example: large, land-bound
bodies of water should be salty. (Mine wasn't until I
learned that tidbit.)
You are correct in that functional beats realism anytime.
Keep up the good work.
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