I’ve been chatting to Bob of Figment Factory — who created our HeroGridz tiles — about doing a second set of sewer tiles. I want to reach out to you to find out what you’d like to see added, what themes you’d like covered and your general thoughts on the new line. Drop a comment here or hit us up on Facebook, Twitter or Google+. We’d love to hear from you.
We’ve also made it easier to collect HeroGridz tiles. Now you can buy individually printed tiles from One Bookshelf sites. Need an extra T-Junction? Just buy what you need, without having to buy another core set. We’ll be adding straight sections and junction/entrance tiles later in the month.
You can also check out our 1 inch tile line, I’d love to put more sets of those out if there’s much interest.
Today I’m going to give you some quick insights into map making, so you can make your location and encounter maps even more awesome.
Good planning is the key. Draw out a rough map of what you want in pencil, so that you can change it as you go. You’ll usually find that as you draw the map out certain things become apparent, such as a door which needs to be moved for better access or a room that is just too small for its use. Once you have the basic design, redraw the map on grid paper using an appropriate scale, you’ll find it’s helpful to refer to your rough map to get everything to fit nicely. Flesh out your map with details and make note on what you’re creating, such as who were the origional inhabitants of the place and how special features operate. Knowing what each room is used for will help you add details that make the room more alive.
Bringing it to the Table
There are a number of ways you can bring your map to the table. You might use a dry-erase board or you might want to use map tiles or draw out your map on grid paper if you want to use it as a battle map. If you’re going to use the map as a handout, a good idea is to make a GM only copy with notes and secret doors marked on it, and another players copy that only shows what the PC’s would see.
Seriously, as a GM you’ll be creating loads of content, and you should re-use everything, even if it’s just keeping notes on what works and what doesn’t work so you can recreate something later. As a writer of role-playing content I’ve seen the benefit of re-using something to get a better something and the time saving can be huge.
Remember that nothing exists in a void (unless you’re designing a room in a void), and there should be reasons for everything. Details like furniture, tools and even waste add meaning and make a map more real.
Do you have any map tips? Share them with us by leaving a comment below.