Old school Tabletop RPGs

Coins & Scrolls on fast kingdom mapping

This method for quickly mapping fantasy kingdoms over on Coins & Scrolls is really neat.

Start with a blank map, just coastlines. Add dots for major settlements, and color the hexes around them to identify the “core regions” of different counties/duchies. Then roll dice to expand those counties, determine undeveloped regions, and create enclaves.

The end result looks dandy, but — perhaps more importantly — this mapping methods looks like a lot of fun and seems like it would produce a gameable map.

Story games Tabletop RPGs

Mapping with index cards, and Jedi Blackbird

John Aegard has produced some really cool stuff, including two resources that jumped out at me: Jedi Blackbird, a Star Wars hack of Lady Blackbird, and a collection of tips for running a Dungeon World one-shot.

Jedi Blackbird

Jedi Blackbird is more structured than its inspiration, but only a little. That’s a good thing: Lady Blackbird is brilliant, but I want a hack of it to do something more than just reskin the characters and call it a day. Jedi Blackbird does more.

It’s still every bit as delightfully brief: two pages of sparse background, one page of GMing notes, and the characters. Boom.

The added structure comes from the premise:

NOW, word has arrived from the distant Outer Rim that the renegade padawan ORDO VALLUS has established a holdfast on the junk world of KONDU. The Jedi Council has hastily dispatched three Jedi aboard the starship BLACKBIRD. Their mission: to bring Vallus back to the Jedi Temple on Coruscant, where he will stand trial.

Vallus has an agenda; it’s covered in the GMing notes. The PCs are on a mission, and on a specific planet, which fits well for Star Wars. But beyond that, things are wide open — there’s no plot to follow, no rails to ride. (JB tweaks more things about LB than just the setting and structure, too; those are also in John’s notes.)

I’ve already printed this out and added it to the folder full of zero-prep games that rides in my gaming bag.[1]

Index card mapping

I dig Dungeon World, and John’s tips for fitting a satisfying, emblematic DW experience into a typical four-hour convention event slot look good to me. But what really grabbed me was his mapping technique, which uses index cards.

Here’s why this sounds amazing:

The map will be a grid of index cards arranged where everyone can see. […] A map made of cards is super flexible and totally lets you earn your Draw Maps While Leaving Blanks merit badge. See, if you want to add a location between two other locations while you’re in the middle of play, you can just insert a card in between those two locations.

This turns the map into a pointcrawl, a variation on a hexcrawl that uses more abstract mapping and travel rules, on the fly.[2] Which is brilliant!

For a longer-term game, pin the cards to a corkboard or stick them to the table (or a portable surface) with poster putty (paid link). Or hell, just take a picture of the map and rebuild it for each session (until it gets large enough to need a more streamlined solution).

This is one of those mapping techniques I can’t believe I’ve never thought of using before. It has so many applications to different types of game, and it’s right up my alley.

[1] I suspect I’ll write a post about that folder before too long. I love zero-prep grab-and-go games!

[2] The pointcrawl series on Hill Cantons is a great look at this style of play.

Tabletop RPGs

Post-apocalyptic setting details via NUKEMAP

Via private G+ share, I followed a link to Alex Wellerstein‘s NUKEMAP — disturbing and depressing as a real-world visualization tool, but in gaming terms, perfect for nuking the Earth as part of post-apocalyptic setting creation.

NUKEMAP lets you choose a place on the map, the yield of the weapon, and whether it’s a surface strike or an airburst, and then click to see the radii of destruction, fallout, casualty estimates, and more. I nuked Seattle with a W-78 delivered via a Minuteman III missile, ticked the boxes for surface burst, casualties, and fallout, and got this result:

Making a custom Zone map for Mutant: Year Zero? NUKEMAP seems like it’d be a great place to start. Rolling up on one of the cities that got nuked in the original Twilight: 2000 timeline? Pick a yield, NUKEMAP it, and think about how it would look in the game.

As a person, I’m both repelled and fascinated by nuclear weapons. The circumstances of their testing, the reasons they exist, and their effects on real people are profoundly disturbing.

In one of my college film classes, I got to watch Bruce Conner’s Crossroads. It was a life-altering experience. Which sounds so clichéd, right? But for me, in this instance, it was true. Almost 20 years later, I can still remember how I felt watching Crossroads: I felt like the bottom had dropped out of the world. (As far as I can tell, it’s only available online in excerpt form, but imagine watching 37 minutes of that, on a full-size movie screen.)

But as a gamer[1], I’m equally fascinated with post-apocalyptic settings, nuking things until they glow, and seeing what happens next. There’s something deeply appealing about apocalypses of all kinds in game form.

NUKEMAP sits at the intersection of thoughtful consideration of the real-world devastation caused by nuclear weapons and the escapist fun of romping through post-apocalyptic worlds. It’s a nifty tool.

[1] And movie lover, TV viewer, avid reader, etc.

D&D Old school Tabletop RPGs

Quickly carve out dungeon maps with Gridmapper

Alex Schroeder‘s Gridmapper is a free, online dungeon mapping tool. That’s a pretty crowded space these days, but Gridmapper stands out. Gridmpapper is a fantastic mapping tool, easy enough to use that I get my ideas down as fast as possible, but not so simple that it lacks options.

I’ve experimented with lots of different dungeon mapping options, and Gridmapper is my sweet spot. One of my favorite things about it is that instead of adding rooms to a blank grid, which sometimes paralyzes me (so many choices!), you carve gridded dungeon rooms out of a blank canvas. That shouldn’t feel different, but it does.

Here’s the screen you’ll see when you first access Gridmapper:

All you need is your keyboard and mouse, and no drawing skills are required. Which is good for me, because I’m not good at drawing dungeons.

The learning curve is shallow. Fiddle around for 10 minutes, and you’ll be set.

Unlike some other map-creation options, Gridmapper gives you angle corridors, round rooms, a host of symbols that will be familiar to anyone who’s cracked open an old TSR module, and an expandable canvas/mapping area.

Here’s a dungeon (approximately 37 rooms) I knocked out in about an hour (including time spent thinking about what might inhabit it, etc.):

You can save your maps, export them as images, share them as links, and generally do what you need to do to make further use of a map you’ve created online. Anytime you save a map, it gets added to the Gridmapper wiki (so be aware of that, if you don’t want others to see it).

It even offers the option to use a map in an online game: Everyone loads Gridmapper, accesses the same (presumably sparse) map, and then a designated mapper adds to it live. Every 20 seconds, it saves and the rest of the group can see it.

Lastly, Gridmapper is fun to use. Maps sometimes feel like a chore to me, but making them with Gridmapper falls squarely into the category of play.

Go make one, and you’ll see what I mean.