Kim Frandsen has been working hard to create a great collection of hand drawn maps for your RPG projects and campaigns. We’ve already shown you a bunch of the Elite Design Elements maps, and today we’ll take a look at the newest ones.
Tips for your Hand Drawn Maps
If you’re new to Photoshop and layout, you might be looking for a few ideas to get more out of your Elite Design Elements hand drawn maps. Luckily, we made a video for that!
If you’d like to know how to do something specific with your maps, feel free to drop a comment below and I’ll do my best to help, either with a direct reply or with a follow-up video.
Elite Design Elements is a line of stock art, maps, and resources to help you create better RPG products and campaigns. Our stock art license is very reasonable, allowing you to get the maximum amount of usage out of your purchase — we like to keep things simple and easy so you can get on and create better RPG products.
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I love maps. Maps tell a story words can’t. Maps are an invitation to explore, and something to show off.
My first RPG map ever was painstakingly copied from the Warhammer Fantasy Role-Play book, and was an underground lair much like two of our recent releases. I still remember the note nailed to the door of the hideout: “Observe the laws of Asylum: Knock and wait.” Good times!
One of my favourite maps is the huge poster map of the Old World from Warhammer. The map was included in the massive 300th edition of White Dwarf, and has the titular dwarf illustrated on the back. Yes, I know, I’m a huge Warhammer FRP fan, it’s true.
Kim Frandsen has been producing hand-drawn OSR maps for us, and here are the first nine of them. Each pack contains several versions of the same map, and all are covered under our stock art license, so you can use them in publications as well as in your home campaigns.
Four contestants. Four adventure proposals. Only four winners…
As RPG Superstar enters its final round, it may be easy to dismiss the prize of the contest, since all four contestants are essentially winning it. The prize—a chance to write an adventure proposal for Paizo—is kind of like the round 5 submission. But there’s so much more at stake here—the contest isn’t called RPG Superstar for nothing—with each contestant having grown a fan base since the beginning of round 1. And that counts for a lot. Who will be the next Gygax?
So, who’s your favourite?
It is said that there exists a place on the very edge of vision, hidden in the shadow of shadows, where man is not welcome and where weird, twisted things live. None venture there by design, and those who enter unwittingly struggle in vain to escape. This is Feoni, land of the fey.
Game mastering takes effort, practice and dedication. Recently I’ve been reading the Pathfinder GameMastery Guide and thinking a lot about how I GM. Part of GMing is prep, but a whole other part is what you do at the table, which encompasses so many things: rules knowledge, social skills, time management, voice acting—the list goes on. Of all these variables, rules knowledge is probably the easiest to tackle during prep time and between sessions.
Last week I took a practice exam for DCI Rules Advisor, which might not have anything to do with roleplaying, but did get me thinking even more about rules. Things can get confusing, but usually it all comes down to common sense and an understanding of how the rules are written. What keywords are important for the game and how do they work? In Pathfinder we have checks and actions, with so much coming from the interactions of those two. Can you make an attack roll (it’s a kind of check) during a move action? No. Why? Well that all comes down to understanding those keywords and what they mean and how they work.
So if in doubt, go back to the basics, especially those keywords.
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In the story, a lost monk comes to the home of an old lady, who is actually a human-eating goblin*. She doesn’t invite him in at first, but finally lets him sit by her fire and feeds him. When her fire dies down she tells him not to look into the back room of the house, then goes out to gather firewood. When the priest gives in to his curiosity, he finds the grizzly remains of all her past victims. Making a run for it, he is chased through the night by a very angry—and probably hungry—geriatric goblin.
*In Japanese folklore, oni and goblin can be used interchangably, so the term goblin is used lightly here.
This tale could easily be turned into a thrilling, roleplay heavy, horror encounter.
Scene 1, the PCs are travelling at night. Perhaps they failed a navigation check or were given a missleading map. Force them to roll against the cold and fatigue, then offer them a shining light in the distance. On closer investigation they find the run-down home of an old woman who isn’t overly eager to let them in.
Scene 2, the delapidated hut. The old woman eventually lets the party in, offering them some rice and stoking up the fire. She’s friendly enough, but mostly she’s polite, and that offers interesting leverage—sure, you can go and collect the wood, but you’ll offend your host. For this scene a good knowledge of Japanese ettiquete makes all the difference between a good session and a great session, and you’ll want to give your players some prep too, so they can play along. The scene ends when the old lady tells the party not to go into the back room, then goes out to collect firewood. This the time to start building the suspense, which means it’s a perfect time for those Knowledge(local) rolls and the howling wind to pick up.
A lot will depend on how the players feel about their situation starting out. They might expect that the old woman will have a mission for them, that the cottage is really a safe place to be and that, after all, she’s just a little old lady. You want to lull them into a sense of peace. One option for this is the cold, but the party could also be hiding from monsters or just need a place to get those eight hours of rest.
Scene 3. The PCs will either stay around the fire, leave, or explore the house. All three options will probably lead to a confrontation with the goblin. So what kind of stats are we looking at here? I’d probably make her human and stat her as an NPC with ranks in commoner. With a reputation as a “goblin”, this little old lady cannibal is so much scarier than a real goblin. But really, she could be anything, whatever fits best with your campaign.
Once you’ve figured out who or what she is, the rest is fairly simple—the party needs to deal with her and get out of there. The cottage gives you a lot to play with; you could have traps, haunts, undead servants, prisoners that need freeing, rats, whatever fits with your idea of her hut.
For more inspiration, read up on Adachigahara, a sci-fi version of the story, and about the grusome Onibaba.
That’s all from me until next week. Tell Thrilling Tales
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.