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Tag: megadungeon

Megadungeon Mapping

If I’m going to draw maps, I want them to be old school maps. Black lines, graph paper, no shadows, no textures. You can pretend this is because I am unartistic if you like; you will be correct in large part. Still.

Just about nothing does good old style maps. Dundjinni is really oriented towards neat battlemaps. RPG Map Maker is unpolished and is a paint program rather than a draw program. Map Tools is nice but is also more of a paint program, I think.

So OmniGraffle. You can set up a nice old school graph grid and you can include that grid when printing or exporting images. Snap to grid is easy. If you do everything as lines, it’s not too hard to add a hole in a wall. I figured out how to do round rooms. Caverns and river lines may be hard, but I’ll cross that obstacle when I come to it.


I begin to have a sneaking suspicion that my tabletop gaming inclinations are back. In full force.

The old school D&D guys (you know, the people playing first edition AD&D or blue box D&D or whatever) are way into the megadungeon concept these days. Big massive dungeons with dozens of levels and hundreds of rooms that can contain an entire campaign. Or multiple campaigns.

And when I say “way into,” what I mean is 30 page threads about dungeon mapping and design considerations. I’m talking an entire forum dedicated to megadungeons. There’s some serious thought going into this stuff — people theorizing, diagramming dungeon layout to determine the linearity or lack thereof of a dungeon, so on and so forth.

Plus maps! Hardcore.

I am reminded that when I was sketching out Tarnished Brass in my mind, I was trying to come up with a rationale for a dungeon crawl, although it promptly got all political on me. 4e makes a better system for a dungeon crawl than Reign, though.

Those inclinations I mentioned earlier seem to be very retro at the moment. Although neo-retro. I keep wanting to take old school gaming and put fins on it so it can go faster.