B. K. Gibson, Writer
  • Blog
  • About
  • Contact
  • Blog
  • About
  • Contact

Finding Adventures in the Dark

Cartomancy: Thoughts on the Adventure Site Maps

4/4/2024

5 Comments

 
Picture
  I’ll be doing a new series here covering maps; I’m going to start reviewing adventure maps, starting with classics like Keep on the Borderlands and Caves of Thracia, but moving on to newer adventures as well. As a bridge, I think I’m going to talk a little about the Adventure Site Contest maps. Cartography is something I really love about this hobby, and a quality map is what I focus on first in almost any product…but it’s easy to over-focus on it, just like it’s possible to focus on things like art, formatting, or even prose quality over the value of the adventure content itself. The Adventure Site Contest results are a prime example of this.
  First of all, look at the maps of first and second place…there’s a mostly linear tomb, or a r-r-r-random procedurally generated “branch-style” map with only one loop. That’s completely fine for an adventure site. A map isn’t the be-all, end-all, but rather exists to serve the adventure being played, and in the top two adventure sites the maps were properly scaled and designed for the adventures written. In Lost Vault of Kadish it would have been strange and nonsensical to have looping corridors for a lost king’s vault. In Fountain of Bec, the main treasure room should be off on its own little branch, otherwise the trolls who’ve taken over the dungeon would have smashed and looted it. The top two adventures weren’t really helped by their maps, but neither were they hindered. Other finalist adventures like Glen of Shrikes and Etta Capp’s Cottage were similar, with relatively simple maps that didn’t provide much of an exploratory gameplay experience. That’s fine, they were good adventures.
  Now I don’t want to minimize the importance of maps either. An adventure like Legacy of the Black Mark didn’t live and die on its very solid map but having multiple directions to explore undeniably helped the adventure it was trying to foster, an exploratory delve. Likewise, Barrow Shrine of Corruption was a very simple and direct site much like Lost Vault or Fountain, but unlike those two its entire flow depended on the main loop, which incorporated a lot of verticality in a vital way. There’s some great atmosphere in both of those entries, but I really think their more complex geography was essential.
  Probably the two very best maps in the contest did make themselves seen in the other two finalists, of course. The large orphanage/reformatory of St. Durham’s Home for Wayward Youth elevated it masterfully, giving an extremely detailed location with lots of exploration for heist adventures, lots of defensive features for a siege scenario, as well as logical and functional day-to-day flow which is needed for verisimilitude in a site just visited to investigate to negotiate in. Similarly, Lipply’s Tavern as a complex mutli-faction dungeon delve had to have a good map, with verticality, multiple routes of ingress/egress, and secret passages detectable with good mapping. A bad map would have made the site completely fail, while it managed to get up to finalist despite one judge being unable to score it largely because of the quality of the dungeon. So, good map is good.
  It’s increasingly clear as I go through this exercise that maps are something that must fit the adventure, both in scope and in theme. Starting with a map can be fine, but the map must then be centrally integrated into the themes and scale of the adventure (see half a dozen of my saddest Crapshoot Monday reviews). Starting instead with the concept, plot, or theme and then making a map custom fit to the adventure is probably the best bet…although I recognize that’s a lot more effort to many. Again, the second place adventure site used a random dungeon generator. As an aside, an example of the mismatch situation is Frostfire’s Durance Vile, which had a fantastic set of maps for a module 300% longer. If Stripe does release it as a full module of 8 pages, I’ll snap it up in a heartbeat and the maps are a big reason for that…but maps have to fit.
  So going forward in this new series, I’m going to be looking at maps, not just as they are by themselves, but also in how they support the module, adventure, Dungeon issue, etc as well. I’m not going to ignore the presentation, because that is an important part of what is first and foremost a method to convey information to the struggling DM…nor will I ignore artistry, because that’s an important part of getting the DM excited about actually running the game. But more than anything else, I want Maps That Work. How do 3-8 buzzed and/or caffeinated players negotiate these things? Because that’s how we put the Dungeons in Dungeons & Dragons.
Picture
5 Comments
Stooshie & Stramash
4/5/2024 10:37:00 am

Hello

Thanks for that post and I'm looking forward to your analyses of these maps. While I didn't give it too much thought about it at the time I was playing or DMing it (the mid-80s), the design of B2 now really annoys me. I now prefer the maps in B1 and B3 even although the former has some funhouse features such as the labyrinth and multiple door sections. For Fountain of Bec I kept generating the random map designs until I found something that tied in with what a monastery cellar might look like and I might be able to key within two pages.

My own game type preference is for exploratory play and I try to go for lots of loops and, when I remember, vertical loops too. When I posted my room a day dungeon on Twitter (as it was then) in 2022 (the year before everyone else tried it) I really kept in mind that dungeons should go up & down as well as side to side. I've abandoned that account now but the posts still remain under @StooshieS and there's a monthly summary for each of the five (levels) months I managed to publish.

Your post reminded of Melan's noteworthy post on map design and the analysis that he made of some of the famous modules. Even although it was nearly 18y ago (:o) his analysis is still relevant today.

Link: https://www.enworld.org/threads/dungeon-layout-map-flow-and-old-school-game-design.168563/

A thing that I realised is that the over-arching idea for the adventure should have an influence on the design for the map. While I've not given too much thought to this, it seems likely that there would be differences in your ideal map if your adventure was a dungeon exploration one or an investigatory one. The former needs a looped map while the latter needs a solid spine with perhaps branches and one or two loops to get you to the same points in the investigation process. City adventures or forest adventures are perhaps better geared to nodes and routes to the nodes with some rules about what happens if you step off the routes connecting the nodes (eg: if you step off the trail in the forest then your progress slows and your encounter frequency increases and you risk ending up lost).

So there's lots to review and I hope that others chip in with their thoughts too.

Reply
ShockTohp link
4/5/2024 01:06:22 pm

Extremely excited for this series. Maps are something that I personally struggle with creating, and full random generation always feels so soulless to me.

Also, Dyson's version of the Caves of Chaos are peak and I will die on this hill.

Reply
Jacob72
4/5/2024 01:42:05 pm

Yes, Dyson has done a great job on the Caves of Chaos, better than the original light blue map.

Many of the original TSR modules have dull maps. I'm thinking particularly of those that had a tournament origin - A1 I'm thinking of you.

JB has written about some good maps in the DL series even if the rest of the module was guff.

Reply
ShockTohp link
4/8/2024 10:54:21 am

I recently ran C2, and the first half of that certainly suffers from the TSR tournament map syndrome. It's only saving grace the long hallways have than same effect as a standardized test having "a" for every answer.

ScottM link
4/10/2024 04:37:23 pm

The map for Etta Capp's Cottage was definitely meant to be somewhat linear, as she is drawing victims into her trap, like a funnel-web spider. :)

Reply



Leave a Reply.

    Author

    Website for BKGibson, husband-and-wife writing team.
    ​Weblog of Ben Gibson, the main writer and publisher of Coldlight Press.
    ​
    Hit us up on Twitter/X: @bkgibsonwrites
    Amazon: https://www.amazon.com/author/bkgibsonwriter
    DriveThruRPG: www.drivethrurpg.com/en/publisher/11446/coldlight-press​

      Sign up for our newsletter!

    Subscribe to Newsletter

    Archives

    March 2026
    February 2026
    January 2026
    December 2025
    November 2025
    October 2025
    September 2025
    August 2025
    July 2025
    June 2025
    May 2025
    April 2025
    March 2025
    February 2025
    January 2025
    December 2024
    November 2024
    October 2024
    September 2024
    August 2024
    July 2024
    June 2024
    May 2024
    April 2024
    March 2024
    February 2024
    January 2024
    December 2023
    November 2023
    October 2023
    September 2023
    August 2023
    July 2023
    June 2023
    May 2023
    April 2023
    March 2023
    February 2023

    Categories

    All
    Campaign
    Contest
    CoverThinking
    Fiction
    GoodStuff
    MapThinking
    Review
    SciFi
    SystemThinking

    RSS Feed

Proudly powered by Weebly