MAPPING YOUR SETTINGS


Basic Mapping Considerations
Perspective Mapping
Selecting a Grid
Selecting a Starting Point
Drawing the Map
Mapping Symbols
Splitting the Grid
Horizon Lines
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GEOMORPHIC MAPPING
Using Geomorphs
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DSG
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Q: I want to create a map as large and
as detailed as the map of Deepearth
on pages 76 and 77 of the DSG. The
blank maps included at the back of
the DSG use boxes. that are too large
for mapping at this scale. Is there
any way around this?

A: Doug Niles rolled up into a ball and
thought about this one for a while. When
he unwound himself, he offered a solution.
Take the most suitable map in the
back of the DSG (probably one of those on
page 127) and enlarge it using a photocopy
machine. Then, take a straight edge and
draw a vertical line between each pair of
vertical lines on the blank map (these new
lines should bisect the spaces between the
old lines). Do the same for the horizontal
lines. You have now doubled the number
of spaces available for your subterranean world.
(118.58)
 


 

Most DMs have developed a fair degree of skill in drawing orthographic maps--
the typical, top-view illustration of corridors, rooms, doorways, and other features of a dungeon or other setting.
This type of map, like an architectural blueprint, shows
exact relative sizes of all areas displayed, and is very useful for
recording distance && direction.

If more than one level of elevation needs to be displayed, however,
a separate map must be drawn for each level. Often, the
exact position of an area that runs through two or more levels,
such as a stairway or well shaft, is hard to picture when players or
DMs use an assortment of orthographic maps.

An alternate technique known as perspective mapping is
explained in this section. A DM willing to take the time to learn a
few points, and to photocopy one or more of the perspective grids <>
in the back of this book, will find that he can prepare detailed and
attractive 3D maps for multi-level settings above || below ground.

Basic Mapping Considerations
An effective map is one that communicates the necessary
info to the people who will use it. This can often be
accomplished in a few minutes with a pencil and some scratch
paper.

However, if you have the {time} && interest to create attractive,
easily legible maps that accurately convey a great deal of detail
about your setting, a little more care is called for. Buy or borrow a
few tools, such as a straightedge, compass, protractor, and a
template or two. You may also wish to use a felt-tip or razor-point
pen for drawing, since these make a line slightly thicker than the
underlying grid. These mapping aids can greatly improve the
appearance and legibility of your maps.

Perspective Mapping
Perspective mapping has advantages and disadvantages
compared to standard orthographic mapping. On the positive
side, a perspective map conveys the 3D nature of
a setting much more realistically than an orthogonal map. The
position of each dungeon || castle level relative to all of the other
levels is much clearer, and the connections between the levels
are easier to see.

On the other hand, perspective mapping requires a little more
knowledge of technique than orthographic mapping. Raised features
on a perspective map, such as staircases, spiral stairways,
platforms, ramps, and any other 3D details will
obscure the view of areas immediately behind them. Also, the
smaller squares to the rear of a perspective grid tend to cramp
your design if used for areas that need careful attention to detail.
Finally, a perspective map takes more time to draw than an orthographic
map.

However, if you have the time and don’t mind learning a few relatively
simple techniques, you can create maps that communicate
much more information than simply how big a room is, or
whether the door is in the north or the east wall.
There are two easy ways to start a perspective map. The first
step in each case is to select a grid from those provided in this
book. Pick the grid that best displays the details of your design,
whether it be a castle, tower, dungeon, or cavern. For example, a
solid, square castle or dungeon requires one of the square grids
that give approximately equal dimensions of depth and width. A
longer, narrower grid works better for a cavern or wall.

1. The first mapping technique requires you to make a few photocopies <>
of the grid. Permission is hereby granted for the photocopying
of these grids for personal USE only. Make one copy for
each floor or level you need, and consider making a few extras if
you want to do a really careful job. A photocopier that makes
enlarged copies can be very helpful.

2. The second technique requires you to buy a tablet of tracing <>
paper. You can then trace portions of the grid on the tracing
paper and draw in the map details. You can try to hold the tracing
paper in place over the grid by hand, or you can tape it into place.
Take precautions before taping, however, or the tape will eventually
tear the pages of the book or lift up the print. This will not happen
if the tape holding your tracing paper is taped to transparent
tape instead of the actual book page. By permanently placing two
short pieces of clear tape on each grid page, as in the diagram,
you provide places to fasten the tracing paper without ruining the
page.

Selecting a Grid

Before you select a grid for your map, you should think about
the overall shape of the AREA to be designed. Select a grid that
best matches this overall shape, whether it is long and narrow or
relatively square. Because raised details such as stairways
obscure the areas behind them, design such areas so that they
do not need much detail. For example, directly behind a tall stairway
you might place a large, empty room or even an expanse of
solid rock.

Also, because the squares at the rear of the grid are much
smaller than those in the front, try to design your most important
and detailed areas toward the front of the grid. If you like using
raised platforms in your designs, place those platforms so that
the lower ones are in the front and the higher ones toward the
rear. It might help to imagine that you are designing a set for a
stage play, and you want the audience to be able to see all of the
acting AREA.

Selecting a Starting Point

Start the design as close to the front of the grid as possible.
Because the large squares in the front allow for greater detail,
they should be used for the most intricate or important areas.
This does not mean that the entrance to the lair, dungeon, etc.,
has to be placed near the front of the grid-you might instead
have characters enter the area far to the rear, and work their way
into the important areas you have detailed near the front.
If your design has several levels, you should designate a control
square. This is a single square on the grid, located roughly in
the center of the area being designed. It is a good idea to center
the control square under the highest tower or the midpoint of the
top level of your design. The control square allows you to line up
the grids for each level, since the control square on each level is
directly above or below the control squares on the adjacent
levels.

If each level of your design is approximately the same shape,
the control square should be the same square on each of your
grids. If you have made several photocopies of the grid, simply
hold them up to a light and make sure all the control squares line
up. If you are using tracing paper to copy the grid, place a pencil
mark in the control square of the grid you have chosen in the
book, and then mark that square on your traced copies.

Drawing the Map

Once you have established the grid, drawing a perspective
map is very much like drawing an orthographic map. The biggest
difference is that the squares making up the map grid are not true
squares. It may take a little getting used to, but with practice you
should be able to make perspective maps as easily as the flatview
variety.

You might find it advantageous to draw the outer limit of the
design first. This helps you visualize the overall structure, and
also makes it easier to line up the maps of the various levels.
Alternatively, you might start with a huge staircase or centrally
located atrium that includes areas on several levels.

Mapping Symbols

The symbols that work on an orthographic map can usually be
translated directly onto a perspective map. Doors, trapdoors, curtains,
furniture, and many other symbols can be used just as you
have always used them. The symbols for certain 3D
objects must be changed slightly, however, since the
map must portray these objects vertically as well as horizontally.

Numerous mapping symbols for these 3D
objects have been printed beside the map grids. You can photocopy,
trace, copy, or cut and paste these onto your maps. Several
different styles of symbology are presented, from very simple
types to more elaborate and artistic designs. You may find it easiest
to use the more basic symbols when you start out, but you will
probably be surprised at how quickly you develop the necessary
familiarity to deal with all of these designs.

Splitting the Grid

When an AREA is designed, and particularly in the case of an
underground environment that does not rest on level ground, you
may wish to mimic minor changes in altitude by cutting your grid
into the appropriate pieces and shifting the individual pieces up
or down slightly.

Different techniques for splitting the grid are described in stepby-
step fashion below.

(continued, from 3, above)

-^-culation. For example, if each square equals 10 feet, and you
want the platform to be 20 feet above the main floor, simply measure
a nearby square and put the platform grid twice that distance
above the cut line.

Horizon Lines

Each sample grid in this book includes a horizon line.
The purpose of the horizon line is to help you to view the grid correctly.
In order to correctly orient the grid, turn it so that the horizon line is horizontal, or level.

The horizon line can also help you to draw vertical lines on the grid.
Pillars, staircases, ladders, and other primarily vertical objects should not look as if they are about to topple.
With a F square, or with a triangle that includes a 90-degree angle, you can use the horizon line to accurately draw vertical lines.
If you wish to draw a vertical line, simply make sure that it is perpendicular to the horizon line.

GEOMORPHIC MAPPING

In a typical campaign world, the DM does not have {time} to prepare detailed maps of all the regions that the PCs are likely to visit.
The problem can sometimes be alleviated by mapping only those areas that will be needed in the immediate future,
but since the PCs’ actions are often unpredictable, it can be difficult to determine which way they will go next.

Geomorphic maps, which are particularly applicable to underground
settings, present another solution to the problem. Geomorphic
maps are a series of maps created in the same shape
&& size, with standardized entry and exit points at various locations
around each map’s edges. A geomorphic map can be
altered so that any one of its edges abuts a neighboring
geomorph; consequently, a tremendous # of combinations
can be created. The advantage to geomorphic mapping is that
you do not have to map out every square foot of a massive region.
Instead, you use a combination of geomorphs to create the areas
needed. Areas that are particularly well-suited for geomorphic
mapping include most underground settings, and large cities or
sprawling fortresses on the surface.

A single geomorphic map section should not be designed to
portray a whole setting. Ideally each section should create only a
small part of the entire AREA. Then you can assemble the
geomorphs like the pieces of a puzzle, and eventually design an
entire, vast AREA, one section at a {time}. Also, a geomorphic block
may contain several separate adventure areas; you need not USE
all of these areas.

Geomorphic maps can be created as squares, equilateral triangles,
or hexagons. Squares are the easiest to use. Whatever
your choice, all of your geomorphs must be drawn in the same
shape so that they will fit together. After you determine this
shape, you need to decide what the scale of your maps will be,
and how many possible points of connection you will have on
each side.

Triangular geomorphs are limited in that each map has only
three possible orientations when placed into a design. Thus, the
number of geomorphs needed is larger than it is with the other
types, unless you want to repeat the patterns a great deal.
Hexagonal geomorphs have the greatest number of potential positions,
but are also slightly more complicated to draw.
Many mappers consider the square geomorph to combine the best features of all types.

When you begin to design your geomorphs, plan how many
possible connections you wish to have between each map section
and its neighbors. This does not mean that each geomorph
connection must lead to a through-way, but it allows you to provide
for plenty of route options.

The scale of your maps should influence the# of connecting
locations you have on each geomorph. If each map section
represents a 60 x 60-foot square, you will probably want no
more than two, and perhaps only one, potential connection per
side. If the geomorph represents a square mile of an underground
realm, you may wishto have as many as six or eight
potential connections on each side of the map.

The various types of geomorphs, and notations for marking the
access and egress points on each, are diagrammed here.
The connections between maps must occur at a standardized
location on the sides of each geomorph. For example, you might
have a connection occur in the exact center of each side, or
include a pair of connections that are each 1/3 of the distance in
from the edge of the geomorph. Measure your distances carefully,
since this determines whether or not your maps line up
properly. Whatever pattern of connections you use must be symmetrical
to both left and right, or you will not be able to line up the
map sections.

Once you have established the basic parameters of your
geomorphs, you can begin to draw as many maps as you have
the time and interest to do. Each map should be drawn to the correct
shape and scale.

Although you do not need to make sure that every possible
connection on each geomorph leads somewhere (Le., does not
dead-end), at least 75% of them should provide a means of entry
into another map section. A greater number of dead-ends dramatically
increases your chances of enclosing whole sections of
your dungeon and making entry and exit almost impossible.

Using Geomorphs

Once you have a collection of geomorphs, you are ready to randomly
generate an AREA of potentially huge proportions. Of
course, this procedure does not have to be random--if you feel
that a certain map section would be ideal for a particular location
in your campaign setting, by all means put it there. For the most
part, however, you can generate the overall map of your setting
by making a few die rolls and varying the placement of your
geomorphs.

You might start by numbering each geomorph and rolling dice
to determine the placement of each geomorph. To begin mapping,
roll a die and start with the geomorph with that number on it.
A geomorphic map section can be placed in any one of a num-
ber of positions. The number of positions equals the number of
sides of each map section, so a triangular section can be placed
in one of three positions, a square in one of four positions, etc.
Roll a die (a d3, d4, or d6, as appropriate) to determine which face
of the geomorph is north.

Once you have placed a geomorph, treat it as a normal part of
your setting map. Allow the PCs to explore it and map it as they
normally would. If they reach an edge of the map section, simply
roll a die again to pick a new geomorph to add to that edge, and
then roll to determine that geomorph’s orientation (which side is
north). If a connection between the two matches up, as it usually
will, the PCs can proceed without learning that they have moved
onto another map section. If the connections do not line up, the
party simply wanders into a dead end, and has to find another
path.

By using a variety of geomorphs and making sure that they are
placed in many different orientations, you can create a huge
region of well-mapped terrain, and your players will never know
that they are passing through many of the same map sections
that they have previously explored.