Archive for August, 2016

Exquisite Corpse 4 Dungeon – Schedule

August 25, 2016

This is the assignment grid for the Exquisite Corpse 4 Dungeon (previously posted on G+ but easier to track and update here) [last edit 12/22]

5U – +Billy Longino
4U – +Kosmic
3U – +Tony Obert
2U – +Jens Larsen
1U – +Kevin Campbell
start – – – – –
1D – +David Millar
2D – +Paul Baldowski
3D – +Andrew Durston
4D – +Ivan Katyurgin
5D – +Nate McD
6D – +Christian Kessler
7D –  +Scott Aleric

Benched  X +Andrey Makarov  X +Vandel J. Arden X – +Patrick Usher

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Intersection R

August 24, 2016

encounterR

And, sometimes things just need to be triangular.

 

 

Call for Participants: Exquisite Corpse Dungeon 4

August 19, 2016

[Edit: added link to signup list on G+  https://plus.google.com/u/0/112759340492106094051/posts/3yRPXPZXXox ]

I haven’t been disabused of the idea yet, so let’s do another dungeon!

If you’re unfamiliar with the previous Exquisite Corpses, I suggest looking at the previous projects for an idea of what this involves; I’m not going to explain the whole thing in detail.

Some things are going to be different this time.  The map is going to be a single column this time (rather than the double-wide version in ECD2). The starting section will be in the middle, and then it will extend both up and down from that, so there will be two chains going at the same time.

The spaces will be larger than in the past.  Each contributor’s field will be 40 x 16 squares (10 x 4 inches). That should allow for print maps that are 12″ wide, with margins.  Finished pieces should be 300 dpi (3000 x 1200 px). If grid is not included in the final art, clearly identify where openings are so next person can make reasonable connections. If the final scan is oversized, provide clear crop marks.

There are going to be a maximum of 20 slots (which would make the map about 80 inches/2 meters/6′-8″ tall, if we get that many entries).  Each participant will sign up for a particular slot in the field in advance, so you’ll have some sense of where and when you fit in to the sequence.  We’re going to have 3 day turnaround (and a day for me to get things received and handed off to the next person), so hopefully 2 sections a week in each chain.  If you can’t meet that schedule, please sit this one out.

If a schedule conflict arises, you can swap spots with another person. There will also be an ‘on-deck’ line for late arrivals and those willing to step in whenever.

Signups for spaces will be on a priority basis.  Participants in previous ECD projects have first choice in choosing spaces.

Along the left edge of the map, another 1/2″ space will be allowed for artist signature/identification/website link.

It is the intent that print copies of the final version of this will be produced and sold.  The map and each of its sections will also be released under a Creative Commons license to allow others to expand further on this megadungeon.  Given logistics and technical limitations, the distributed version may not be the full 300 dpi version.

Participants from previous Exquisite Corpse Dungeon projects can now choose their sections. Others interested in taking part in this can begin choosing from the remaining open spots beginning Monday (8/22).  Once we have at least the first 10 slots set, we’ll get the mapping underway.

Questions and discussion will largely take place on the G+ community for Exquisite Corpse Dungeon Project, but important additions will be cross posted back to the original item on the RThorm blog.

 

 

Final Trollbrucke

August 13, 2016

Trollbrucke-colored

This is inspired by — and trying to replicate — old mining maps and geologic sections that used colors, as well as patterns, to show the different layers.  And, of course, there are all kinds of passages and wandering bits through it to make it moderately dungeon-y.

It’s still an open question in my mind as to whether or not this is of any use for actual game play, or if it’s just a cool thing (and hopefully a little inspirational, to think about some adventure ideas).  There’s something extremely compelling about section drawings, at least for me.  But, while I find them endlessly fascinating to look at, I’ve never tried to use one in a game, myself, and I wonder if others do, or if these are mostly just fires to the imagination.

Originally, this was only going to be a black and white image.  The different hatching patterns were sufficient, I thought.  But, after scanning it and cleaning it up and shrinking it to a reasonable size, I started playing around with dropping color into it, and it seemed to be turning out pretty well, so I kept at it.

I thought I’d previously posted a mostly complete draft of this, but I couldn’t find it (just this mostly finished lower half).  That just makes this a better reveal now.  There are a couple other works-in-progress that I have in the backlog that need to get finished up, as well.  Things are in a transition phase on several fronts, so hopefully it’s a good time to get some other things finished up and on to some new projects.

Intersection Q

August 10, 2016

encounterQ

This piece of the Intersections series has rooms in series, and getting from the one broad hallway to the other means going through 2 or 3 rooms, with a couple other side rooms available for additional interest.

There are also a lot of doors.  Lots of doors.  A frustratingly large number of doors if they were all locked and had to be picked or broken down in order to get through.

A Hedge Map

August 8, 2016

HedgeMap

Not a whole lot to this; just a quick map using hedges rather than stone walls for a layout with several ‘rooms’ created by the shrubbery.  Just a little map in a small notebook (it’s pretty readily apparent from the curvature and the gutter showing at the top).

Other than the biweekly maps, I haven’t been posting a great deal of things of late, but this was different and interesting, and it was quick enough for a sketch.