daddykaos563  asked:

Is there a step by step guide to build a village, town or city for a DND game? I have trouble getting my ideas down on paper. I feel a guide may help.

This is how I make mine:

  • Pick if I want it to be coastal, in a forest, desert, etc.
  • Pick a cool name.
  • Decide if this town is mostly for passing through, or if major things are happening here.
  • Decide if they’re cut off from other towns or near others.
  • Decide on population, race majorities and minorities.
  • Pick how the town makes money, what are its imports and exports if any.
  • Who is the leader? How do people like them?
  • What is the towns major problem? Starvation, rats, monsters, etc?
  • How strict are the guards? Do the villagers trust outsiders? Do they hate any race or class?
  • Come up with a bar, inn, weapon, and armor shop name and staff for each. If they’re known for anything, what are they known for?
  • How does this town get along with outsiders/other towns?
  • Any well known locals? What are their names, what are they known for?
  • If your players are good, evil, or neutral how would the townsfolk react? How would your players react here?

A lot of times some of this info is never asked about from my players. I recycle and use that info for other towns if need be. Half the time no one asks about the armor shop, or the potions shop. But its nice info to have on hand.

I also sometimes make mini flash cards detailing the important bits like:

Inn: Sleepy Fellow. Run by Ma. 5 copper a night. Worlds best pillows, they’re always stolen. Ma is sick n tired of it and will gut any thieves.

Here are some little extra tips and tools, too.

  • Plan your city around your landscape. If its a thin and spindly island, you’re not going to have a ton of open space. If the city is in a desert, there are probably very tall walls to keep the sand from blowing in, or the houses might be below ground, etc.
  • Here is a cool map maker to help visualize things.
  • Think about what you’d typically find in a town. Inn, bar, and leather working shops will be basically anywhere. Larger towns will for sure have armor, weapons, potions, etc. Farmer’s markets, hospitals, etc. are also usually present.
  • What kind of town is it? Is it peaceful, do they forage and lack trade routes? Is the town large, have a large guard presence?
  • How does the town make their money? Hunting, gathering, self sustaining, making crafts?
  • I use this sometimes to give me town ideas. I don’t really hit generate tbh, just the options alone help me out a lot.
  • How can your town serve the quest[s] and your players? Is it the main place where quests are given/done? If so, it might need to be more fleshed out. If they’re just passing by you don’t need a lot of detail. Maybe just one quirk or two to make each town unique. e.g. “Every Thursday is bring your pet to work day” for the local guards.

~Lavender Brown~

 “In my life I am acting as a map maker, an explorer of psychic areas, a cosmonaut of inner space.”

anonymous asked:

ever wonder why PoA had time to have Remus talk about Lily but didn't have time to even explain who the marauders were? like the connection between the map-makers and James, Sirius, Remus and Peter is never made in that movie.

listen, it’s been 13 years and i’m still mad about this movie. when the movie is over and you have to explain to the person you watched it with who the marauders were it’s a pretty clear sign that the film sucked. 

PoA also marked the beginning of Hermione’s character eating Ron’s and stealing his traits and good moments and casting him aside as a Garbage Useless Sidekick 


Britain in Pictures series 

The books were designed to boost morale but perhaps also record the British way of life in case the Germans completed their European campaign by successfully crossing the English Channel. The books were slim volumes with distinctive elegant covers, but it was the star-studded array of authors that made the series really special.

George Orwell wrote about the British people, Cecil Beaton wrote about English photography, the great poet and printer Francis Meynell wrote about English books, John Betjeman (who penned the immortal line” Come, friendly bombs, and fall on Slough” in 1937) wrote about cities and towns, Graham Greene wrote about dramatists, the doyen of sports journalists Neville Cardus wrote about cricket and Edith Sitwell wrote about women. Some of the authors have faded in obscurity but they were all experts in their field during those dark days of World War II.

A wide variety of subjects were covered from battlefields to boxing, clocks to mountaineering, butterflies to farm animals, and from waterways and canals to maps and map-makers. In all, there were were 132 titles. The books also covered the Commonwealth – John Buchan’s wife, Lady Tweedsmuir wrote about Canada while Ngaio Marsh and R M Burdon wrote about New Zealand.



Having lured the unwary onto its back, it will dive straight to the bottom of its lake and devour the rider, letting the entrails float to the surface. – Newt Scamander

Word Count: 2.3k

A/n: Omg new series!!! I’m so excited for this and I would LOVE any feedback. I have so many ideas for this and it’s finally something filled with adventure (I adore writing adventurous situations). I think the length of this first chapter was pretty alright, but let me know if you’d prefer the following ones to be shorter or longer. Love you all and hope you enjoy x
p.s. reader and newt are going to be so cute together as travel buddies saving each other’s asses while falling in lov so get excited!!!!

Keep reading

There are some killjoys that have dedicated their lives to searching every inch of the zones. This isn’t wanderlust, but more of a safety breech for people other than themselves. These killjoys have become cartographers, or map makers, and put everything down about the zones that is physically possible. These maps mark high BLI security areas, as well as safe houses, and places where resources are available (ie; the diner and Chow Mein’s shop).
The only downside with these maps is that there’s almost no possible way for them to be distributed without them falling in the wrong hands. Hundreds of killjoys get taken by BLI, meaning that any belongings on them at the time of their arrest become the possession of BLI. These maps getting into the wrong hands could be detrimental. It’s rumored that the only people in the zones who have them are the cartographers, Party Poison, and Cherri Cola.

exo in the maze runner

minseok :
• is the leader of the glade because he’s been in the glade for the longest, and he’s the oldest
• out of all the gladers, he has a soft spot for jongdae
• once tried to enter the maze but failed because the noises inside the maze scared him
• he’s a nice but quiet person but that doesn’t mean you can slack off and do shit things, he won’t hesitate to put you in the slammer
• junmyeon’s best friend when it comes it making dad jokes, no one really gets them both

junmyeon :
• second in command
• everyone lowkey hates him because of his jokes
• gets tired too easily
• always there to help the other gladers if in need
• “go to sleep”

yixing :
• probably the nicest out of all the gladers
• everyone loves him
• probably works as a med-jack
• on his free time, he’s always seen roaming the glade and looking confused 99% of the time
• likes helping other gladers out

baekhyun :
• probably a track hoe because he’s secretly a hoe for everyone jk
• or he’s a slopper
• finds amusement in annoying every human being he knows
• almost got stabbed by kyungsoo because he kept irritating him
• one of the ways to make him stop is to threaten him into making him a runner

jongdae :
• believe it or not, he’s a slicer
• but maybe not, no one really knows what his job is
• once got chased by a stung glader and had to run around the glade in order to get away but face planted • whines a lot but v helpful
• probably sleeps at 5 am and wakes up mid day

chanyeol :
• he can be a runner but he isn’t because he trips a lot
• mood makers besides baekhyun and jongdae
• instead of being a runner, he’s a map maker
• once requested for an ac because sometimes it gets too hot in the glade
• plays his guitar quite often

kyungsoo :
• u rite, he’s a cook
• smol but deadly
• secretly can kill a griever
• lowkey hates everyone
• but despite the deadly look, he’s all soft and mochi

jongin :
• runner runner runner
• laughs at inappropriate times
• besides yixing, he’s also kind hearted but can easily be fooled
• loves sleep
• has a soft spot for animals (specifically dogs but there aren’t dogs in the glade so)

sehun :
• jongin’s companion in running inside the maze
• secretly loves it when the other gladers pampers him with attention and love
• may appear like cold but he’s v nice, although he’s a brat 98% of the time
• no one really suspects him in pranking anyone but he does it all the time, and let me tell you, he never gets blamed
• when there’s a celebration he doesn’t drink so he goes straight to the homestead and sleeps

Random RPG Maker Map 001: Underground House

One of the things I love most about game development is level design! Since I’m such a big fan of mapping, I figured that I might as well start sharing my creations more often. 

I don’t think I’ll be able to keep this up daily, but I’ll try my best to be fairly consistent about it!

anonymous asked:

Sorry to be a bother, but is there anything about RPG maker that talks about making a good map? Thank you!

I can do a quick little advice post for you, no problem! A “good map” is subjective, but there are a couple guidelines people are often recommended to follow:

1. Size

Depending on what’s in your map, you don’t want your map to be too big! I actually prefer smaller maps, and as my more recent games Fleshchild and Jasei no In have shown, my games have maps that are usually no bigger than the default 2k3 size.

In The Looking Glass, like many ynfgs, I made the main worlds massive and looping. The idea was to make it easy to get lost in the game like people in yume nikki often do, but actually, unless it’s for a specific reason, I really don’t recommend making giant maps that are hard to navigate! It can be really disorienting for people who don’t have good exploration strategies or don’t want to use them (like walking 5 steps to the left, then walking down until you come back to the same spot, and repeat), it can cause people to lose interest when they get lost too many times, and overall it’s not something you want to do often, if at all. You’ll lose interested players that way!

The map below is too large, and the player can walk on almost every tile of it. It loops, which makes it feel 2x bigger in game:

But for the map below, while its actual size is still kind of large, the space the player explores is less than half the size of the entire map. Players don’t get lost as easily, and the main exits are pretty easy to locate:

2. Landmarking Overworlds

In maps that are supposed to be free-roam like in Yume Nikki, you want to provide proper landmarks so exploring players will be able to find their way easily. Too many landmarks makes it feel cluttered and hard to navigate (a common issue in forest worlds in ynfgs), and too little landmarks makes it feel like you’re walking in an endless void, which is not fun at all if every world is like that and has no real reason for being that way. You also want landmarks marking new areas/links/items to be distinct, so players can tell if they’ve stumbled across something new!

The snow world screenshot from earlier is also a good example of too little landmarks.

The map below is an example of a huge map choked with landmarks; players got lost in this map all the time and never noticed the connecting areas:

The map below is a good example of providing a good number of landmarks which help keep the world interesting, while also providing clues for people on where to go next:

3. Realistic Proportions

One of my biggest pet peeves about a lot of rpg maker games is that people are constantly making huge rooms with objects that don’t match, so everything feels boxy, weirdly proportioned, and comically large. Your room maps will look much more polished if you make sure you don’t just make a large box and throw a bed sprite in the corner.

The map below is Irene’s old room. Even though I loved her room design, it still was way too big to make sense:

The map below is an apartment bedroom from Fleshchild. The room is still rather big, but the way the shape of the room and and objects are used makes it feel small and more realistic:

The map below is the smallest bedroom I’ve made in my games, and the only reason it isn’t smaller is because this game needs floor space so the caterpillar-style follower can move and won’t overlap objects:

4. Using Default Size Maps

So I wasn’t going to write any more, but I decided to cover one last topic, which is making realistically sized buildings and cityscapes without making massize maps that include the whole city. Of course this thing is up to personal preference, but I’ve grown to really like small maps of cities over giant ones. You can give each map a lot more detail while retaining the size of the city.

The map below is an entire city all on one map. Everything feels massive and endless, and there’s not much room for detail because the map favors size over unique buildings. It feels huge, repetitive, and unimpressive:

The map below is just the default rpg maker map size. Because of this, I can make a map with less buildings but more environmental detail, though this is a WIP:

The map below is just a little bit bigger than the default map size. Instead of throwing this map in one giant citywide map, I could make Irene’s schoolgrounds look much more detailed while keeping realistic proportions:

I hope this post helped! I’m going to bed lol it’s 2:34am