Dungeon Scrawl: Old school maps in minutes
dungeonscrawl.com
dungeonscrawl.com
After lots of testing, I settled on 2.5D tiles for the DMs who wanted to sketch their maps 15 minutes before playtime:
The shadowcasting fog-of-war has also been awesome since the map is semantically understandable:
- https://twitter.com/HunterLoftis/status/1269396682233581568
I've made a quick and dirty generator of outdoors maps for my hex crawler campaign, maybe someone will find it useful: https://ajuc.github.io/outdoorsBattlemapGenerator/
It has export to FoundryVTT (.dd2vtt format), I find it so much better than roll20.
I hope so! I've definitely run some dungeons that had Escher-esque layouts. It's for D&D dungeons, not real life architecture :)
One of the defining features of isometric is that such layouts are possible because the X/Y axes are identically sized (iso = same; metric= measurement) regardless of the position on the Z axis.
I've entertained the idea of DMing that type of thing for a while now.
People use it both for world/regional maps and for town but also scene maps [1]
I love the spirit in this, great job!
[0] https://en.wikipedia.org/wiki/Labyrinth_(1980_video_game) [1] https://en.wikipedia.org/wiki/Asylum_(1981_video_game)
Review of the latest game for 3DS: https://www.polygon.com/2017/10/17/16492092/etrian-odyssey-5...
"HEARTS, CLUBS, DIAMONDS, SPADES: PLAYERS WHO SUIT Muds" http://mud.co.uk/richard/hcds.htm
Essentially: exploring is one dimension of fun, and some people enjoy it even more when it's hard (ie:no automap).
I remember playing Eye of the Beholder with a friend, one of us on map duty, the other controlling the game...
What's the most basic setup I could use in terms of character attributes, dice, calculations, etc. They love even the most basic imaginative adventure so I'd rather something be easier to play quickly than take a lot of time learning. 20+ years ago I played some basic D&D and then some other rip-off (Rolemaster?! Swear it started with J though.)
I have an old Heroquest set somewhere but haven't been able to find it in my parents' attic.
We also have a house full of toys so I'm trying to avoid buying more gear. We already have paper, pencils and dice.
Could you give more details? That might be helpful in providing some ideas.
My memory of childhood D&D stuff is very foggy which probably hinders more than it helps.
I think I need to know what the simplest set of character attributes and enemy values might be that can withstand some basic sketch-map-as-you-go exploration and fighting. Is it strength, dexterity and wisdom, out of 20? Or two or five attributes?
Forgot a certain ability on your streamlined ability sheet? Well, who says they all have to be determined beforehand like in DND? Just make them roll new ability specs just when you need them.
Or simply make due with what you've got, e.g. by adjusting what you originally had in mind for the enemy attack with what is possible within your simplified system. And for the next game, slightly update the system whenever you've identified an oversight.
Don't sweat it, the exact rules are not so important, as long as your players can rely on consistency (as a proxy for fairness). For kids, I think, in the end they're gonna love it when they can just roll some dice every now and then and observe how what their characters do results in success when they roll well and (non-catastrophic) failure when they don't. Other than that, I would imagine the theater-of-mind aspect, i.e., the plot and the general world setting will probably be much more important.
EDIT: also an awesome fog of war feature; how could I forget?
But I want more for my players. The best maps have very nice multi-level dungeons, with strange stuff like underground rivers or a dangerous precipice connecting parts of the dungeon.
After a little bit of noodling you start to feel the outline of a building and then you can be a little more deliberative.
In my experience, the hard part about planning out a dungeon is filling it with encounters.
There's another creator (Donjon) which doesn't make maps as prettily or easily as this one but it does allow you to basically do what you're looking for:
Until then, I have to cope with the oddities of running DungeonDraft with Wine.
https://archive.org/details/Dungeon_Magazine_002/page/n25/mo...
https://archive.org/details/Dungeon_Magazine_002/page/n45/mo...
https://archive.org/details/Dungeon_Magazine_002/page/n51/mo...
https://archive.org/details/Dungeon_Magazine_003/page/n31/mo...
https://archive.org/details/Dungeon_Magazine_003/page/n41/mo...
It looks like the person that made this program started playing around with the idea May 9 (https://twitter.com/probabletrain/status/1259172635776294912) a day after Dyson started tweeting about his program (https://twitter.com/DysonLogos/status/1258797586464542723).
I think Dyson's program is just a Photoshop extension and Dungeon Scrawl looks way more powerful, but it's worth pointing out the very similar timelines and styles.
https://twitter.com/watawatabou/status/1197194111171940352
(in aother tweet, @watawatabou attributes the style to Dyson, though the idea of doing it programatically).
Here are some tweets by the maker:
https://twitter.com/probabletrain/status/1259172635776294912... https://twitter.com/probabletrain/status/1258821040937013248...
Mine didn't look quite so good though. ;-)
The maps in the basic set use circles rather than lines for the hatching though.
My enjoyment factor of both DungeonScrawl and DungeonDraft is a bit different, as with 'Scrawl it's awesome sketching a big event location, whereas with 'Draft I get a Bob-Ross-ian spark when adding minor details. A candle here, a floating corpse there, some cobwebs and fungi…
I can pair DungeonDraft with FoundryVTT, where you can get virtual lighting support imported from the maps. So you don't have to "paint" your walls twice, once for the pure visuals and once to see where vision and movement is blocked.
This one generates dungeons: