Master Mines

We’re digging RPGs

Map Creation stuff

Ok, I’ve been working on bits and pieces here and there. So here is the near done map creation section of the book.

http://www.ithacagamers.com/Giants_Map_Creation.pdf

July 29, 2007 - Posted by | Giants

4 Comments »

  1. this is looking really cool jeff. How has this system been working out in playtests? Is there a predefined legend for making maps or can players just make up landforms?

    Comment by jhimmelman | July 31, 2007 | Reply

  2. Yeah, I mean, what happens if I just draw something really big, or draw a big candy cane somewhere?

    Can you give us some hint of how these map elements affect play?

    Comment by misuba | July 31, 2007 | Reply

  3. You mentioned “the number of successes on 10d6.” If your system is using a simple, even/odd=success/fail mechanic, I suggest looking at Ubiquity Dice (http://www.exilegames.com/access/dice.html). These are d8’s in 3 different denominations and are statistically identical to rolling either 1 (white), 2 (red) or 3 (blue) dice and counting even results as successes. They make rolling large amounts of dice much simpler and faster. Plus, nonstandard dice are cool.

    Does relative feature placement on the map have an effect on gameplay mechanics? Meaning, is there a tactical or strategic advantage or disadvantage to having two towns close together or feature X close to or far from a town?

    If so, you will need to consider possible rules on where things can be placed. Also, consider reversing the order of placing the second towns, so that the last person to place his first town is the first to place his second town (like Settlers of Catan). In cases where placing objects carries resource usage consequences, this can be a fairer method of setup.

    Otherwise, I like it. I’m really interested to see where gameplay goes from here. Have you posted more on your rules? I haven’t seen it if you have.

    Comment by btaggart | July 31, 2007 | Reply

  4. To Jeff-
    The map system is probably one of the coolest parts of the game. I have yet to create a map with my playtesters that did make me want to play in that world.

    No legend has been created, thus far it has been just awesome to see what cool stuff people put down without any sort of restraint.

    To Misuba-
    Size and distance on the map has no effect on play, as long as you make things small enough that you can fit everything the game needs on the paper then great. The map is really there to give us an idea of where we are, what belongs to who, and what the world is like.

    Not sure what you mean by elements. Are you asking how the map effects play, or is their a specific aspect of the map making process that you are referring to.

    -To btaggart
    Thanks for the dice suggestion, I’ll look into that.

    Placement of towns next to one another does not really have much of a strategic advantage. Distance does not have any affect on the game. It would be more likely that the towns would work together, and thus help each other out. But there is no system advantage for it, and that the towns connection might not come out unless the giants take a particular interest in them and their goings on.

    As of right now I have not posted anything else about the game. But soon.

    Comment by thelostgm | July 31, 2007 | Reply


Leave a comment