27 Sep 2016 4 Comments
Maps comes in many different shapes and forms showing lots of different data. Decision makers in the real world have a whole arsenal of maps showing the area of interest in a myriad ways to assist them in their job. You need to have the same support in your games! Getting the grip of a fantasy world for our D&D or Pathfinder game we might not be that interested in health rates, voting preferences, income leves and the like. But we need to know things like, road conditions, climate, good ambush places, likely dragon lairs, trade routs, city defenses and many other things.
When I mapp an area I try to create a set of maps that can cover a wide range of usage scenarios. NATURAL maps for inspiration and detail. ELEVATION maps for climate, travel conditions. SIMPLE maps as a base for displaying data of various sorts, historic maps with border movement over time, influence of an evil cult, or the territory of a dragon. PARCHMENT style to create handouts to mislead the brave adventurers.
Here is an example Hold of Ulthek in these four styles, ELEVATION, NATURAL and SIMPLE
The map is made up of a number of different information layers which can be shown or hidden as needed. The layers can also be altered individually as needed.. For example a hex overlay can be added styled differently depending on what scale you need. Hexes with thicker lines and a mix of light and dark for large area view, or more subtle hexes for a close up.
and overlays can also be added to isometric views as needed.
This was a short look at different style maps. Now I’m going to work on symbols and labels, more on that soon!