Cartographer’s Annual Challenge: November 2013

Yeah, yeah, catching up again I know!!

November’s issue was a neat re-working of the standard CC3 overland style (i.e. terrain fills, bitmap symbols etc) in a hex-mapping style. Of course, if hex maps are the topic, what better subject to utilise the style than a reworking of my classic Havenscoast hex map, which forms the background of the site banner, and indeed which I’ve posted about multiple times (e.g. here and here).

So here it is:

Havenscoast Area Map B4 Annual Nov 13

I must admit when I first started the map I thought the colours a little too bold – it seems most of the recent overland style in the Annual have been more muted colour schemes, but in the end the colours blend and complement each other just fine.

The ability to mix the variation bitmaps fills (i.e. for mountains and hills) with the pleasing regularity of a hex map also turned out very well. I especially like how the forests turned out!

One thing that normally really bugs me about hex maps is the ‘blocky’ coastline; in fact I usually take great pains to draw a normal coastline and trim the hexes to suit, which is a fairly tedious process. With this style I left it, and I found that the glow added to the edge of the landmasses very neatly takes your eye away from the straight lines and makes them seem much more natural.

Overall, I’m pretty pleased how this Challenge effort turned out!

Posted in Cartography, Columns, The Annual Challenge | Leave a comment

Wizards Watch: DnD Next Release

Wizards Watch LogoWell it’s official!! Everyone had assumed anyway I think the DnD Next (or whatever they will actually call it…) would be released for GenCon 2014, and Thursday’s press release seems to support that!

A lot of chatter across about this across the internet, including a lot of comments on the ‘multiple gaming platforms’ suggestion in the text. To my mind this is simply Wizards’ strategy around the ‘Sundering’  i.e releasing novels, D&D Encounters seasons and even now iOS games which all tie into the storyline in some way. All of this seems to be a way to keep interest up while there isn’t much in the way of RPG products available until the official launch!

It’s no secret that I haven’t quite got the DnD Next bug. I’ve posted a number of times (for example here and here and here)  about it, always with the intention of starting a playtest, or a mini-campaign, to try it out … but the simple fact is that I haven’t!! Much of this has to do with time pressures hindering any sort of DnD, but a lot has to do with the fact that a) I enjoy creating adventures and DMing in 4E, so it still seems a little premature to be thinking about the next edition and b) well, I’ll be honest … I don’t really know how I feel about DnD Next yet … and given the official product is only around 8 months away, I think now I’ll just wait and see!

So far there has been no mention of any digital tools (e.g. Character Builder and Adventure Tools) which is a worry for me as I totally rely on these for my prep! Also, I certainly hope there is a practical 3rd party licence, as otherwise I think other publishers will simply continue with Pathfinder RPG being the default choice!!

I guess we’ll know next summer!! 😉

Posted in Columns, DnD Next, Wizards Watch | 3 Comments

Another Kickstarter to back?

WorldOfCalidarKickstarterKickstarters continue to come along fast and furiously, despite some of the bad press they’ve had recently in the RPG world for lateness or collapse.

This new one by Bruce Heard looks very interesting. Back in the halcyon days of TSR, Bruce was responsible for the world of Mystara, the default world of D&D (i.e. Basic, Expert etc…). For several years he wrote a column in Dragon Magazine “The Voyage of the Princess Ark”: the adventures of a skyship exploring the lesser known regions of the Known World … with RPG notes thrown in as well of course. It was always one of the first columns I turned to when I picked up a new copy of Dragon!

From his blog, it seems like Bruce attempted to interest Wizards of the Coast in re-kindling this series/setting, but to no avail, so he has decided to launch a similar concept in an original setting. The project mixes fiction and RPG material; Bruce will be the main writer, but it also includes work from Ed Greenwood (no intro required…) and Ben Wootten (well known from his work on the Lord of the Rings movies).

The project has funded pretty quickly (2 days!), so looks like there will be plenty of scope for meeting stretch goals, mainly extra art and maps etc.

Looks like I’m going to have to tip out the money-box for another project 🙂

Posted in D&D Nostalgia, Kickstarter | Leave a comment

What’s up with my computer??

Well, very interesting. Thanks Callin for the useful information … it would seem the problem is accessing the RPG Blog Alliance site from my work computer!! If I use a non-work connection it all seems to be fine!! Just to prove I’m not (completely) mad, here is a screenshot of what I get (and have done for multiple weeks) when I try and access the home page via work:

rpgba_badimage

 

Guess that teaches me for indulging in my hobby from work!! 🙂

Please ignore the below ….

___________________________________________________________________________

rpgba_260x200

This may be old news, and in fact I did notice some weeks ago, but didn’t post anything as to be honest I was expecting some announcement … but all seems to have gone very quiet!

The RPG Blog Alliance site (at http://www.rpgba.org/) seems to have been hacked – does anyone know what is going on?

Seems kind of pointless having a banner linking to it on my site if it’s truly dead …

Posted in Miscellaneous | 2 Comments

Cartographer’s Annual Challenge: October 2013

Well just in the nick of time, I’ve caught up in the Annual Challenge!!

October’s issue was a Dungeon style, again by Pär Lindström, in black and white  designed to match with the Overland style from the July issue. If you count his regional Overland style from last December, it really has been his year as far as the Annual is concerned … who knows, maybe a Master Mapper award should be in the pipeline!

My effort for this month is a hobgoblin encampment based in an old ruined fortress and cave complex. It is designed for my first DnD Next campaign, set in the Havenscoast of Tolrendor:

HobgoblinEncampment

The style was quick and simple to use, and as with all of Pär’s work, even in black and white, the symbols and fills blend together beautifully. With the addition of some subtle sheet effects, this style is quite striking. There are a large number of really detailed line-art symbols, making it easy to put together any number of great dungeon and/or battle maps. And of course, they will go much easier on your printer!!

Well, it’s been a busy and fun month of mapping in order to catch up with my Challenge, and in 2 days, a new issue will be out – can’t wait 😉

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Cartographer’s Annual Challenge: September 2013

Getting there, getting there…

As mentioned, I’m behind in my Annual Challenge, but pushing to be up-to-date by the end of October!!

So here is my effort for the September issue: another stunning overland style called ‘DeRust Overland’, based on the work of one of the awesome cartographers (TJ Vandel) that ply their trade over at the Cartographers’ Guild. I decided to map the same region as I mapped in the July issue; the eastern regions of Tolrendor’s Inner Sea. It’s always interesting to see how the same map comes across when using different styles, so here it is:

Tolrendor - Inner Sea SE - CA81

In the mapping guide for this style, it is noted that this style is centred around the huge variety and quality of the mountain symbols. This is definitely true; they are truly beautiful, and I think would work just as well in many other overland styles that have been published over the years. I also like the pale, almost bare parchment look of the landmasses, which blends beautifully with the subtle terrain fills. If there is anything that I’m not 100% on, it’s that the sea almost looks too bright in contrast to the rest of the map, but this is a minor thing really, and could be altered with a bit of tweaking (or completely changed, as Pär Lindström did in an example using this style!).

So, then one map to go before the end of October and I’m back on track …

Posted in Cartography, Columns, The Annual Challenge | 1 Comment

Cartographer’s Annual Challenge: August 2013

I’ve definitely got behind in the Annual Challenge 😦

My target is to get caught back up as soon as possible, and definitely before the end of October!! Hold me to it, ok… 🙂

The Annual for August was a bit of a poser: a style for producing colourful maps for a science-fiction game. The actual artwork in the style came from the High Space game published by Storyweaver games. Lovely artwork, but how to turn that into a map for my Tolrendor fantasy world (i.e. the main purpose of the Challenge!).

Well, back in the day, there was Spelljammer, an innovative setting for AD&D, taking your adventurers into a fantasy outer space, or Wildspace. Here the ‘science’ was based on magic and owed more to steampunk concepts than sci-fi, but incredibly cool all the same. The setting didn’t make it into the 4E rules, which I always thought a shame, as the cinematic mechanics would have suited Spelljammer adventures pretty well!

I don’t think I ever ran any actual Spelljammer adventures, but I loved the concept, and gobbled up most of the supplements that were published. I also have reams of notes for a potential Spelljammer campaign: descriptions of the Crystal Sphere housing Tolrendor, new ship designs, a space-spanning knightly order, and much more…

So of course, the answer on how to the use the August Annual quickly became obvious: a map of Tolspace, the solar system surrounding my main campaign world (click image for the full size version):

HubSpaceSystemMap

Being a fantasy ‘space’ map, it didn’t seem right to use any of the fantastic star-system backgrounds from the style, so I used the planet artwork, but on a parchment background. I also scanned and photo-shopped some of the original Spelljammer ship artwork (copyright TSR/WOTC of course …) for extra interest.

I’m quite pleased how this turned out – got me enthused to bring Spelljammer back into my game somehow 🙂

Comments and suggestions welcome of course …

Posted in Cartography, Columns, The Annual Challenge | 1 Comment

Wizards Watch: The End of the Beginning…

Wizards Watch LogoWell now we have it! 15 months after the first eagerly awaited D&D Next play-test pack, Wizards of the Coast have now released the last public pack!! It’ s over … although of course it isn’t. The current pack is still an extremely long way from an actual product: no art, spread among a number of short PDFs, no word on digital tools or 3rd-party licensing, and clearly still a long way from the modular, elegantly expanding game they promised. There is clearly still a huge amount of play testing to be done, as well as much design work rounding out the various classes with more complete ‘sub-class’ options. But all this will be carried out in semi-private, with the target (I guess) of releasing the first actual product at next year’s Gen Con, at the same time the Sundering event closes.

Wizards have come by a lot of flak for the slow speed of the game’s development, drawing unfavourable  comparison with other projects such as Monte Cook’s Numenera and Pelgrane Press’s 13th Age. I think we have to take a step back here though: the designers of these games, great though they may be, certainly do not have to cope with the vast range of opinions about the D&D game. As the play test has progressed, every design decision seems to have been greeted with viewpoints all along a wide continuum between extremes, with every opinion coming from someone totally convinced that they are ‘completely right’ about how D&D should be!!

So at the end of this phase, what state is the game in? It is clear that the design team have focused throughout the public play test period on the ‘core’ game – one which they clearly hope will appeal to fans of the older editions – and in fact most of the play-test adventures that have been released in the packets have been pretty minor conversions of old AD&D adventures!  This has lead to criticism that the classes particularly are too simple and boring for a ‘modern’ RPG, with not enough options to select when making character choices.

I can understand this point of view: if you compare the number of potential actions a typical 4E 1st level character has compared to a DnD Next one …. well typically there is DnDNextno comparison. Most of the 1st level DnD Next classes, except for the ones that can cast spells at first level (like, 2  per day …) can take precisely one combat action per turn: Basic Melee Attack!!  This was certainly not uncommon back in AD&D 1e/2e days, but it does feel now like a regression! Some classes have extra options or damage they can apply to their basic attack (e.g. Sneak Attack for the rogue), while some have spell-casting options as well as their basic attacks – but even in this case with the return to minimal daily spell slots, a melee attack will often be the default action.

Obviously as characters level up the number of options increases, especially as they hit 2nd/3rd level and select the ‘sub-class’ mechanic (couched as Path, School, Domain, Oath depending on the base class) that the designers have chosen to present class variability using. I’ve seen quite a lot of viewpoints that these are far too pre-packaged, and provide ‘boring’ classes. My opinion is it looks fine, and allows for easy tweaking to integrate class options into particular campaigns and themes. In any case, I expect one of the early optional ‘expansions’ will be a sub-class that is simply: ‘choose any of the sub-class options at the appropriate level’, and everyone should be happy 🙂 I also think that the lack of alternatives in the current sub-classes (i.e. the powers that are gained at specific levels within a sub-class) are partly the desire to keep the core game simple – there is nothing to prevent a particular build presenting several (e.g.) 7th level options of which the character can choose only one. This package is also the first time that multi-classing has been presented, and it looks pretty elegant; certainly better than the fairly convoluted approach that 4E took!

So what of the remainder of the game (I’ve always felt far too much time and angst is spent on class progression, which is largely irrelevant in actual play!!)? Well, combat has remained relatively stable throughout the play-test, and seems an elegant blend of the simplicity of original D&D and the tactical interest of later editions. I think it allows a fairly complete range of play styles, and there is definitely going to be a optional module presenting as much complexity as you want!! The Advantage/Disadvantage  mechanic seems to have been well-received by most people, and has stuck throughout: I think is a real gem – easy and fun to play at the table, and has the added benefit of removing the +/- modifiers from a huge number of powers! Non-combat is also pretty well covered with the skill system, backgrounds, exploration rules etc. I certainly can’t see any major issues with the core rules in terms of in-play usage.

In some ways I’m glad the public play-test has come to an end: I still haven’t actually run any adventures using the rules, although I’ve been working on a mini-campaign, and now that the final packet is out, at least I can go forward without everything changing underneath me. For example, I was actually working on some ideas for this campaign recently, and trying to build some character concepts that would fit into my Havenscoast setting … and then another packet came out … and or sorts of stuff  (e.g. skills) I was based this on were gone!! They’re back now, but for a while I was wondering …

The coming months may be quieter in public, but hopefully that means work on the game can continue apace! Whether you’re a fan of DnD Next or not, it’s release is still going to be a massive event for the RPG hobby we all love! 🙂

Posted in Columns, DnD Next, Havenscoast D&D Next campaign, Wizards Watch | Leave a comment

Map of the Month: Hex Map Coolness

MapoftheMonthLogoCame across a post at Gothridge Manor, an OSR blog by Tim Shorts, with some wonderful old-school hand-drawn and coloured Campaign Hex maps on display. You should definitely go check it out!!

Although I do all my mapping by computer now-a-days, I spent hour upon hour in pre-tech days painstakingly crafting hex maps by hand e.g:

Area Detail Map B4-2: City-State of Camlan

Area Detail Map B4-2: City-State of Camlan

My examples are nowhere near as beautiful as Tim’s however … which is why I need to use technology these days 🙂

Posted in Cartography, Columns, Map of the Month | Leave a comment

RPG Tech Talk: 3D Virtual Tabletop Kickstarter

RPGTechTalkLogoThere’s a very interesting Kickstarter in the works, with 6 days to go: 3D Virtual Tabletop: Visually Stunning RPGs on iPad, Android. I’ve become a backer, and I’d recommend you check it out …

In summary, it’s an app that allows you to import map and side-view ‘token’ images (a decent number also come with the app), and then use these images in a 3D view that mimics a real gaming table. You can rotate, zoom, scroll, adjust the viewing angle, and of course move your characters and monsters around:

3DVirtualTabletop

Even better, you can already try out the app from either the iTunes store (if you have an Apple device) or from Google Play (the other lot…). This version is standalone, but has all the basic functions. The major enhancement that the Kickstarter version brings is a subscription-based service that allows multiple devices to share the same map. This means a DM can load up a map and tokens, and the players can move their characters around the map using their own devices!

The Kickstarter has been running for some time now, and is funded well over its original target, which of course means there are lots of stretch goals that have been unlocked. Many of these are extra features for the app (such numbering miniatures, line of sight, more precise rotation etc.), but also the addition of extra maps and tokens, from partners such as Battle! Studio and Lord Zsezse Works. There’s a lot of goodies in store! 🙂

What I really like about the concept however, is that it’s designed to be a tool that helps at a real game table, rather than being intended for online play. Although I know these days lots of people do play over the internet while sitting at their computers … but I’m sure this is still a significant minority. This app is a sensible application of technology that could make a normal face-to-face role-playing game smoother and better.

I know I’m looking forward to firing it up, especially with being able to use AirPlay to show the battle-map on a large screen. It could save me a fortune in printer inks 🙂

Posted in Columns, RPG Tech Talk, RPG Technology | Leave a comment