Saturday, April 23, 2011

Vacation

OK, I'm on vacation now. See you in a week or two.

Saturday, April 16, 2011

Arena of Deth

I spent today giving How to Host a Dungeon a careful edit for the third printing. Going through the game reminded me again how much I like it, so I pulled out my supplies for a game tonight.


A superintelligent Ettin with delusions of grandeur and funded by a stolen dragon hoard expanded the ancient ruins of a Dark Elf arena into a massive lair, laying waste the surface kingdoms and forcing its people to fight for his amusement. There are some other great features too, including an entire kingdom within the hollow Earth whose people have never made contact with the surface. Possibly only the ancient clan of crabmen know of the existence of both worlds.

Here are a couple more pictures:


Deep in the Age of Monsters, a powerful party of adventurers lay waste to the dungeons, removing much of its treasure. Most of them succumb to wandering monster attacks before the surviving thief flees with their accumulated trove (8 loot!).



The Dawn of the Ettin's age of villainy. Things aren't as great for him as they seem. Unless those Crabmen succumb to a lucky adventurer attack, he's going to have tough competition for treasure.

The new printing of How to Host a Dungeon should be ready pretty soon. I'll also be offering a print bundle along with The Purple Worm Graveyard. The new edition contains mostly minor alterations, though I have streamlined the Dark Elves quite a bit.

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Thursday, April 14, 2011

Clawfoot

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Wednesday, April 13, 2011

2011 Compilation number 1

Nick at The Fantasy Cartographic, has sent another compilation: Year of the Dungeon 2011 Compilation 1!

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Vulture Temple


Little creepy, 'innit?

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Wednesday, April 6, 2011

Coolest Thing Ever Right Now

The coolest object currently on the planet, but only temporarily.

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Monday, April 4, 2011

The Oeridia Map

I have this little corner of my mind called "The Greatest Fantasy Maps Ever." In that place I keep a little secret file of maps that I think represent truly amazing works of genius.

The Oeridia Dominions Map by Twan is one such map.



What makes it great isn't the artistic skill. If you look at a detail of the map, you'll see that the techniques are pretty rudimentary.



What makes the Oeridia Map great is its scope and completeness. The maker of the map had a clear vision which he fully executed using whatever tools he had at hand despite the fact that it must have taken a truly unreasonable amount of time. The same could still be said of a huge number of fan projects on the Net (I know I've made a few myself). But of them all, I like this one best.

The Oeridia Map is 9800 x 5700 pixels in size, yet it contains artistically rendered villages, bridges, and terrain features as small as 8x8 pixels. That's a pretty impressive information density. This map is big, and not just in terms of file size. Everything about it reinforces the bigness of the world it's portraying. This looks and feels like a world so big that you could only ever experience a piece of it in your lifetime. It helps to have played Dominions yourself, because just visiting every province on this map in a single game is probably impossible within practical limits.

Note also that an attempt has been made to make every province at least somewhat individualized. Some contain unique features. Terrain features are created using repeated icons, but these are mixed so that the regions do not contain just one kind of terrain. The arrangement and mix of trees, for example, is clearly intended to make each forest distinct.



But it's not obsessiveness that makes this map great (although that helps), but imagination. The way that the underworlds are rendered as a mix of natural caves and constructed places is inspiring (and probably helped inspire How to Host a Dungeon truth be told).

But I none of that explains why I get chills when I look at this map. I guess that really it's because the map feels like it's showing me a real place -- in just enough detail to feel real, with just enough mystery to make me wonder what it would be like to go there.

What this map is is what I want my games and my art to be: specific and detailed, but offering an endless horizon for exploration.

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