Archive for July, 2016

Intersection P

July 27, 2016


This was another map with a definiteconcept driving it.  In this case, it’s a broad passageway that has suffered some sort of catastrophic collapse, and then connections between the two sides have been re-established with several new (but much smaller) tunnels which go through the debris of the collapse.

Thoughts about new DragonQuest

July 22, 2016

I’ve written up a few thoughts about the nature of DragonQuest and what makes it unique and compelling as a game system and setting.  In short, I see DQ as a Renaissance game versus D&D as a Medieval game.  If there’s going to be a new version of DQ, understanding its strengths and direction is important.

The whole article is posted at Dragonquestrules, but since there’s comparatively much more traffic here (as well as links out to other sites), I’m also putting out a notice about it here.  I hope you’ll take a minute to check it out.


The Elizabethan Hack

July 19, 2016

So, whaddya think about this?

At the moment, this is only a proposal, and a draft of the cover art.

Most of what gets posted on this blog is Rodger’s work, but Thor Hansen is also part of Antherwyck House, and he is the lead on this project.

“There was historically a lot of hand waving about the length of a turn and all the stuff that happened out of sight. I am trying to bring back the flavor without requiring the player to get it all.”


Exquisite Corpse 3 – CITY Revealed

July 15, 2016

The latest Exquisite Corpse mapping project is complete.  Exquisite Corpse 3 is a collaborative fantasy city map with works by a dozen map-making artists included.


The JPG doesn’t do it justice; you really need to get the PDF (link at the bottom) and zoom in enough to see the detail and scroll through to get a sense of what this is.

Contributors to this Exquisite Corpse include:  Christopher Weeks, Rodger Thorm, Ivan Katyurgin, Paul Baldowski, Kevin Campbell, Andrey Makarov, Nate Marcel, Ed Allen, Christian Kessler, Jim Magnusson, Scott Aleric, and Gennifer Bone.  My gratitude for their combined contributions, which made this project possible.

The process was more involved than the previous Exquisite Corpse dungeons.  Here, contributors saw the adjacent sections, but only drew part of the section they were assigned; the next contributor filled things in in order to try to keep from having such sharply delineated edges between sections.  Sometimes it worked better than others.

LINK:  ExquisiteCorpse3-CITY-final-ArchC701 (PDF)  This is sized for a C-size (18″ x 24″) architectural sheet (and is 70% of the actual size in order to fit on the page).  This will also fit onto an 8-1/2″ x 11″ sheet fairly well, but you may not get all the detail.

EDIT: Updated version released with corrected section of map and revised and enlarged text to make authors names easier to read.


Intersection N

July 13, 2016


Even more than the last map, this one has its three passageways that wend through this area without going through rooms of any sort, and all the rooms are side chambers, rather than facilitating connection between one path and another.

Graphically, the step-well alcove (top left) doesn’t work terribly well, but the level change in the passage exiting on the right side of the map gives a bit of level change.

New Notebook – New Map

July 4, 2016

There are a couple hours between when you have to arrive at the park in order to have a parking spot and when the community fireworks program actually starts.  So this was a pre-4th of July fireworks* dungeon.


(*these were fireworks held on the 3rd so that kids could go and stay up late)

I’d grabbed this old but unused notebook to bring along, a fat Paperchase gridded notebook with hundreds of thin pages in it. It’s probably A5 size (roughly 5.5″ x 8.5″), and it’s so fat the spine is curved, rather than straight.  There are probably 400+ pages in a notebook that’s over an inch thick.  So, this could be the first of many, many maps (and other notes).  The grid is fairly close on the pages in this notebook.  The grid that I drew into the map is actually every 2 squares.


To make the map, I just laid out an assortment of rooms across the page, and then connected them together.  I wanted a really tangled, haphazard looking layout, and that seems to be what I ended up with.  I took some pictures along the way to show the process. I only had one pen with me, so this was all done with a simple medium Flair pen (except the gridding, which was added in with a thinner Micron after we got home).