Showing posts with label 2D / 3D maps. Show all posts
Showing posts with label 2D / 3D maps. Show all posts

Wednesday, 30 July 2014

Digging the Gravelands

Have you seen this? While I was in stasis, Hereticwerks released a first shortform module, GL-1, Taglar's Tomb.

It's a revised and expanded take on a site they posted for Swords & Wizardry Appreciation Day last year. If you're a regular reader, you know what I think of Hw, and this is as accessibly weird and as dreamily expansive as ever.*

If you play a tabletop game, or like a speculative genre, you can probably do something with the contents. If you play a rules-light roleplaying game, like D&D or a game inspired by it, like S&W, you can probably do even more.

Even for wargaming, and not just for Oldhammer. For an unusual scenario, the tomb could be set in a hill in the centre of the field, with a scaled up version of the map on a side table and troops entering moving between. The objective would be to get in, hold the line while the diggers go to work and get out with more goods. Assign a tolerance to the surrounding slopes and walls, agree a rule for collapse and let the madness commence.

The trek with the guide could also work as a rolling road, with one side deploying hidden.

It's PWYW so you can get it for free and if you like it go back to pay what you think it's worth. They've also got a page of extra material, developing some of its vaguer elements.

As ever, check out their blog too, and Bujilli especially - he's got a big decision to make.
 
* As says André Breton via their sidebar: "Objects seen in dreams should be manufactured and put on sale."
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Friday, 29 March 2013

Quick ruinedcitycrawls - and Conan on Necromunda?

For a little background for this post, go read this one at The Tears of Isstvan then this one at Hill Cantons. It's aimed at tactical roleplaying, but you can find an introductory ruleset for that here.

It's all about managing the complexity of a ruined cityscape that's occupied and prowled, and the key elements are the map, faction territories, depth, locations and activity.
                                                                                                                              

Monday, 18 March 2013

Local made good - collaborative campaign locations

This is a simple tool for generating locations in a campaign collaboratively, whether at the start or partway through. It's intended for both wargaming and roleplaying campaigns and it relates to the recent discussion with bombasticus at this post.

It's been tested with a group of five players who barely know each other and went down very well.

The central idea is this: the forces or characters that the players are guiding are part of the wider landscape, so they reflect this landscape and have relationships with elements of it. This tool treats them as a kind of inverse function to find the known nature of a given location.
                                                                                                                              

You'll need all of the players, plenty of dice (I'll assume d6s), a sheet of paper and at least one pencil or pen. The key elements are size, links, centre and features, and generation involves rolling dice on the sheet and marking the positions to form a map.

Thursday, 28 February 2013

The First and Last Die




Chris pushed back the deadline for the stronghold contest so here's a last-minute entry.

The architect in the intro is the one I created for the example in the last post, and the theme ties in to the fractal gaming idea. The site is also a path between worlds so I'll add it to the list for the Ends. It doesn't need a map and is more or less system-neutral.
                                                                                                                              

The First and Last Die

My memories began the day the adventurers first found me, the day I sensed that unearthly movement, as of great rocks crashing together. They knew of my ability, my work to date, and as they asked questions the knowledge flooded in. I draughted for them, oversaw the creation of the stronghold, and my past life grew. A pity they found out about the masterplan... Still. I took up with them for some time, triggering traps, searching out secret doors, building mausoleums. I studied the works of the ancient architects from within. Then the last adventurers died, a total party kill, and life began to grow faint. I'd lived through them, for their otherworldy needs. Compelled from beyond.

Time at last for my one great work.

Tuesday, 19 February 2013

Words for worlds (2) - getting on top of falling stars; tabletop curvature, troid warfare and the sphericrawl

Back in November I made a suggestion regarding the classification of celestial bodies, coining the term troid to group the many terms for objects of lower mass than the newly-minted dwarf planet.

Beyond the pressing and practical concerns, the meteor that broke up over Russia last week poses a supplementary question in this context: can the related terms 'meteoroid', 'meteor' and 'meteorite' be rolled into an expanded solution? We know they can be confusing, and the past few days have been a reminder.

So how about this then - a possible 1d3 table to go with the two 1d4s in the earlier post.

1. troid     2. introid     3. postintroid

It's fairly clear I imagine. The first is the term for a troid outside of an atmosphere, the second while inside but still in motion and the third when in contact with the other body or an immediately adjacent entity, e.g. held by one of us, or on a display cabinet shelf.

Forget the 'stalactite' / 'stalgamite' trouble of 'meteor' / 'meteorite': it's now 'in-', or 'in-' and 'post-'. The Greek-derived root for the whole is altered by the Latin prefixes. Seems apt.

It also leaves an opening for the preintroid, as well as the intriguing idea of an extroid...

You could see this is a form of Newspeak of course, but it needn't be. If science wants all of our minds, and if English is a lingua franca for scientific discourse which non-native speakers have to learn, and if clarity of construction helps young minds comprehend, and if these terms supplement existing terms in the language rather than replace them, enriching the language rather as borrowings from other languages do, we only gain by it.

Tuesday, 25 September 2012

40K OSR? (20)

It's been a while since the last fuller 40K OSR? post, even if the list of Epic-related links came close. Maybe it's the summer, or maybe sixth?

But what is an OSR anyway? A good question.

If you think you might be a part of it, feel free to use Colonel Kane's logo, here to the right. If you do, consider giving him credit and putting Tales from the Maelstrom in your blogroll. They have 1, 2 reports up since last time and more minis.

So here we go, with some fine fusion this time...


I can't possibly have got more than a fraction of it with the length of time involved, so as ever, feel free to leave links to anything else you think should be in, even your own work.
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Tuesday, 10 April 2012

40K OSR? (19)

What's a 40K OSR? There's some basic info on 40K here and a definition or two for 'OSR' here.

Colonel Kane's logo is to the right, and ready for anyone who identifies with the idea. If you use it, consider giving him credit and adding Tales from the Maelstrom to your blogroll for the inspiration.

Like the Inq28 battle report posted yesterday, which also has news on a July event at GW HQ.

Here's the list, with a lot of new rules especially.

        The usual applies: if I've missed anything at all, just leave a link, even to your own posts.
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        Monday, 5 March 2012

        40K OSR? (17)

        Yet another batch of 40K OSR? links, because the posts are coming thick and fast. There are some definitions for 'OSR' here, but my current mood has me thinking 'Other School Revelation'.

        Colonel Kane's logo is to the right. If you identify with the idea and want to use it, consider giving him the credit and adding the great Tales from the Maelstrom to your blogroll as an inspiration.

          • Following all of which, I'll give a mention to my own crewbrew expansion.

              You know how it works: if I've missed anything, just leave a link, even to your own posts.
              _

              Sunday, 12 February 2012

              40K OSR? (15)

              Another flood of 40K OSR? links. I let them build again, but I'd like to get this weekly to fortnightly.

              Various definitions of 'OSR' are here and Colonel Kane's logo is to the right. If you use it, consider giving him the credit and adding Tales from the Maelstrom to your roll as a fine example - since the last time they've posted on Rogue Trooper.

              And away we go then - just don't look down...

              • Nurglitch is looking at a card-based approach to Adeptus Titanicus.
              • An alternative to buying new of course is refurbishing old, and Sign of the Aquila is doing that with a marine dreadnought in 1, 1.5 parts so far.
              • How 3D printing might change things is suggested by this story at TGN.

              In case you haven't read it yet and you have an interest, I'll also plug my recent post on ownership of IP. It's closely linked to the essence of this and possibly 3D printing most.

              As ever, if you think I've missed anything, even your work, drop a link in the comments.

              Update: Here's the first, a link to a series of posts at The Retired Adventurer on using Stars Without Number to run games set in the 40K universe; the introduction is here.
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                Wednesday, 8 February 2012

                Small in-game hunting

                Here's a possible approach to deal with hunting in open mapcrawls and wargaming. It's modular and hopefully fairly simple. I was wondering how to create a real haze for a game with true line of sight, then tracks for navigation. I got the tracks, but the haze I still haven't worked out.

                There are two elements to it, the idea of wandering, given that a player may see a goal but the protagonists the player is guiding may not, and any tracks left in the landscape.

                Wandering

                If the system you're using doesn't allow for this, here's a simple die-based approach. The larger the range of numbers on the die used, the finer the gradation. If the die has an even range, the midpoint should be known, specifically the mean, e.g. 3.5 with a 1D6.

                When moving a character or unit, the player chooses a direction to be taken. If there's a landmark visible in-game that way, including another unit or character, it is taken. If not, a die is rolled. If the result is below the midpoint, movement is off to the left; if above, off to right. If the range on the die is odd and the midpoint is rolled, there's no deviation.

                The number of points above or below is the size of the deviation. Depending on the die, each point represents a number of degrees, e.g. with 1D6, 1 point might be 45°. The protagonist may be able to modify the result, by a number based on a characteristic.

                Tracks

                Each character or unit is assumed potentially to be leaving tracks. In every location in which time is spent, a die or counter is left with a number facing up, this determined by some mix of the following factors: landscape type; protagonist number and skill; activity in the location; length of time present. The higher the number, the more evidence left.

                For example: loose sand, 1; up to five protagonists, +1; attacking or being attacked, +1; each extra turn, +1; in the case of melee, scores for the groups involved are combined.

                Hunting

                Combining the two mechanisms then, whenever a character or unit is forced to roll for wandering, the total of any tracks in a given range may be used to modify the result.

                *     *     *     *     *     *

                This all needs adapting of course, but hopefully makes a useful starting point. As ever, I could have missed something so if you can see it, or have any thoughts at all, feel free to say so, and if you have ideas for that haze or other real effects, I'm very interested.
                _

                Sunday, 22 January 2012

                In Search of the City of the Serpent Queen

                Digging through old ideas I found this, my entry for Chris Kutalik's last Asinine Adventure Contest at Hill Cantons, which it turns out I never posted. It's silly, clichéd and has very dodgy jokes, enough to scrape a joint second place overall. All the winners are here.




                Thursday, 10 November 2011

                The Grisly Grotto

                For last week's post at HoP Von recorded a video on what roleplaying is, and it's worth a look. When I clicked through I found it linked to a vid on Quake, a seminal first-person shooter from back in 1996, and watching more reminded me how good the design was.

                This is a walkthrough of the fourth map, the Grisly Grotto, built around a flooded cavern, one of my favourites for the character of the spaces and the clever setups. Quake never seemed especially complex in how it populated levels or reacted to events, but the bad guys and locations were arranged well to draw players on and keep them off balance.

                This is the PC version and as far as I can tell it's not using the DarkPlaces mod or any texture packs. Watch out if you don't know Quake - it's pretty gory, and could be scary.

                If you're wondering why all that infrastructure might be there, Callin at Big Ball of No Fun has a lot of options, and for more cavern inspiration check out the links at this post.

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                Saturday, 27 August 2011

                Join up, see the wood

                Here's a way of managing line of sight and cover in groups of trees, columns and other obstacles.

                It's a supplement to the park, garden and farm post, inspired by seeing the Pi Day geomorph again - here on the left. For more ideas on using it there's a list of great sources in the last post.

                The problem is how to suggest individual hiding places and lines of sight in a mass of cover, in a situation in which specific number and location are unknown or unimportant, as with area terrain pieces in wargames, or in map-free roleplaying.

                It should work for trees in woods, columns in vaults or consoles and so on in engineering compartments, but possibly also for groups in a crowd, at a party or demonstration say. In the last case it could be especially useful in playing out chase scenes or infiltrations.

                The solution expands the Into the depths! idea. It involves rolling dice to find position; more faces should suggest a bigger cluster, and more dice a higher density at the core.

                Thursday, 28 July 2011

                Scenario - Flash flood




                This is an example of how the vector counters from yesterday could be used in a more complex way, to suggest movement of water across a landscape. Here it's a battlefield for a possible wargaming scenario, but it could make a roleplaying encounter too.

                Tuesday, 26 July 2011

                Oooh, pretty... - Living table (3) - Entries 1-10

                I don't know if these crystal cave pics are doing the rounds. If you haven't seen them, they're well worth a look for the wonder as well as inspiration.

                The shapes remind me a little of obelisks, most likely because I still have in mind the Obelisk at Dawn scenario for Risus at engine of thwaak and that fallen obelisk terrain tile at NetherWerks.

                It got me inspired enough to think about a cave contents table for DM Muse, like Small Creatures and Bodies of Water, but again NetherWerks are on it with their own Cave & Tunnel Hazards.

                Then I thought of a table of rocks and crystals, maybe weird ones. Greg's totems for Novarium, explained here, and the post on the jeweller up at the moment at The Tao of D&D have that covered in part, but there's always scope for strange new types.

                The idea ties in with the mines posts here too, the intro and nascent list of fictional mines and resources. The material might have effects of some sort, desirable or not, and if mined could impact the local community and area, later the wider world.

                Needles deals with the subject in science fantasy with the Fuel Traders of Nimbus IV, maybe as satire. That theme of exploitation is also there in Moon too I remember now, a good film. A Field Guide to Doomsday also posted the borer blimp recently, not to mention back in February the very imaginative quarilla, an organic crystalline blend.

                Thinking about those crystals then, here are some ideas to start off a living table.

                1. These formations bleed a palpable energy into the surrounding space.
                2. These formations absorb energies of all kinds, but whither do they go?
                3. These formations are soft to the touch, flexible and strong.
                4. These crystals sparkle, but to the rhythm of no light that falls upon them.
                5. These crystals leak - no, whisper - the knowledge of aeons.
                6. These crystals are hollow, the larger forming the passages of a strange network.
                7. These structures are growing visibly, branching and filling the space.
                8. The structures seem to convey something - are they a vast communications grid?
                9. These structures extend filaments into rock and flesh alike, growing on within.
                10. The pillars here support the world, perhaps even... Yes, even the fabric of reality...

                I've just added all of these to DM Muse and they should be up soon. It's a living table, which means anyone can add new entries - if you have a good idea, don't hold back.

                Update: How about treating that crack on Talysman's latest geomorph as a crystal?
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