this post was submitted on 12 Jun 2023
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battlemaps

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Share your battlemaps for tabletop RPG uses.

Remember: Be Respectful Stay on Topic Shared Maps Should Be Accessible (no paywalls) No Requests, Promotions, etc. No Etsy, Fiverr, Linktree No AI generated Images No Spamming Multiple Posts--

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What do you think makes a good battlemap?

There isn't a one size fits all set of rules, but I like:

  • multiple exits and entrances. If the party needs to flee, or there are reinforcements, then they're should be a few ways on and off the battlefield
  • cover. A scattering of solid items to use as full or partial cover makes it easier for characters to move.
  • multiple paths allow units to circle behind enemies.

What do you look for in maps?

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[–] Ziggurat 8 points 2 years ago (1 children)

I have a very different approach on RPG map, and don't play any games requiring to use battle map, and the more I age, the less battle occurs on my game.

I still sometimes use map mostly because It's telling the building story. If you draw a fortress map, you have to think about stuff like : How to feed these persons, where do they sleep, how do they get rid of the shit, what about the horses. Suddently, your 200 persons well defended fortress is full of "holes" that a smart adventurer party could use to "Save the princess" without even drawing the sword.

So my answer is if it can gives me my information about how to use-it in my story without a single word. Tell me which NPC sleeps in the dorm room near the PC so I can focus on the drama, tell that the house-servant have a "hidden" corridor between the kitchen and the ball-room so they can bring food without annoying the house-master. Tell me whether the PC can jump on the stable roof, to exit by the 1st floor windows without breaking their legs, and many more

[–] sbv 8 points 2 years ago

When I play that type of scenario I avoid using a map. Mostly because I take hours to create a map (which is pretty frustrating), but also because it's too restrictive. If the players ask about something clever, I want the latitude to include it. Your example of the secret passage is a great example of the later.

[–] [email protected] 8 points 2 years ago

Mechanically: Good lines of movement for players, especially if you are playing on a VTT.

Too many times I see maps that may "look good" but the games between pillars, or corridors, don't line up well with the grid and players have to edge through, or sometimes can't fit when it looks like they should.

Design: Nothing worse than a castle with a 50 foot corridor ending up at a broom closet. Rooms, layout should be at least partially logical in my mind. If players can guess on what the next room may contain based on clues in previous areas, makes everyone feel good about themselves!

[–] Thelgor 6 points 2 years ago

One of the things I strive for is how the art style adds to the mood of the situation. As an example, I love Mike Schley's fantasy map style. And while I've used it in some rather gruesome situations, it's not something I always use. I've used minimalist and monochromatic styles. I've had maps on aged parchment and as architecture drawings. I have used realistic and abstract designs for maps. I find it helps keep things interesting for me in map creation and for my players' experiences.

[–] [email protected] 2 points 2 years ago

color matters not too bright and not too gloomy

also no fucking grids in the art. programs do that enough