Two posts! Is this a real blog now? In keeping with the rest of my creative output, I'm late with this one. I am mostly caught up with #Dungeon23, but various other obligations have kept me from sitting down to type.
In my mind, one of the most important parts of a megadungeon, and this particular design challenge, is the map. When I pick up an adventure or setting book, especially a megadungeon, it's the first thing I look for, and the first thing I judge. If the map is boring, (or worse, small!) I'm more likely to pay less attention to the rest of it. For instance, Doug Kovacs' DCC maps are detailed and evocative and make me want to explore them! Skullfungus does incredible things with simple lines and small spaces. Boring squares and lines don't do much for me and the rest of the adventure better be cool to catch my attention.
A decent amount of my new side-hustle in RPG illustration has been maps. I've had the opportunity to get paid to work on some things for my old buddy Max Moon, and I've been forced to learn a lot quickly. I'm very slow and spend agonizing amounts of time on details, but I've realized that I have little interest in drawing simple maps. I want a map to feel like a real space, and I want it to prompt adventure and roleplaying. I'm not interested in maps for tactical combat or VTT play. Here are a couple of examples I've done recently.
Fairyland: The House of The Sunken Stars
The Abyss of Hallucinations, Vol 2 (upcoming!)
As I write, I realize I'm likely going to need to add things to this after the exercise is complete if I want to flesh it out fully and eventually publish it. I don't think the final version will contain the level of detail I've put into the maps above. But, this is a Rough Draft, remember? So the goal is to get something down and keep grinding. It isn't perfect and it isn't final. As the levels get deeper and more complex, with lots of interconnectivity and secret passages, it's harder to keep track of the connections. So I'm doing my best to keep an "accurate" map of each room for size and form considerations, but I've also begun a very nebulous point-crawl style map just to keep on top of those connections. More on that to come. You will notice as I share my weekly pages that I am adding small details, keeping things very loose, but enough that it keeps the maps interesting to me and helps me imagine the setting and feel of the spaces here. I still haven't settled on a style for this and it will likely continue to evolve as I go. Which brings us to the good stuff...
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