Posts Tagged ‘Exquisite Corpse’

Exquisite Corpse 5 (Overland hex map)

August 13, 2017

We’ve already had some discussion and started things off over on the G+ Exquisite Corpse community
(https://plus.google.com/u/0/communities/108245358165736516269) for the next Exquisite Corpse.  This one will be an overland map with 5- or 6-mile hexes.  To make it work with the rest of my production workflow to put it all together, each participant will work with a rectangular area (see below) that will map into a hex grid layout.

This project is open to all participants.  Contact me on Google+ (preferred) https://plus.google.com/u/0/112759340492106094051 or email rodger@antherwyck.com.  Although G+ is great for the discussion, we’ll probably need to use emails to share the final files back and forth.

Details and Particulars

Each contributor’s field will be a rectangle that includes most of a hex, plus a little bit of two adjacent hexes. These will be about 5-1/4″ wide x 6″ high. Finished pieces should be 300 dpi (1558 x 1800 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.

Going westward, the extra part outside the hex (520 x 900 px) will be the baton. For north and southward, a narrow bit (we’ll figure a reasonable width) of the existing map will be the baton.

Hex scale is assumed to be a 5-6 mile hex.

Blank Template Link

If you have difficulty downloading, send me your email address, and I can email this to you, as well.

Also note: I’ll be overlaying a hex grid over the finished assembled map, so don’t worry too much about including it if it presents a difficulty, but do try to give me a cue at least where the hex corners should be.

Other Notes

With the original (surrealist) Exquisite Corpses, there is a certain desire for absurdity and discontinuity.  So don’t get too concerned about having it “work” with the adjacent spaces.  There’s nothing wrong if some parts are a bit odd and don’t seem to match up.

Participants

============ (to be updated periodically) ============ (last update 8/13)
Current assignments:
N1 +Andrew Durston
SW1 +Patrick Usher

Pending participants:
+Tony Obert
+Paul Baldowski
+Jim Magnusson
+Gennifer Bone

Possibly interested:
+Christopher Weeks
+Tom Stephens

later participants:
+David Millar
+Scott Aleric

Advertisements

Exquisite Corpse Dungeon 4

December 28, 2016

Are you in need of a last minute holiday mega dungeon? Then let us help you out with the biggest Exquisite Corpse Dungeon yet.  There are acres of passages, chambers, caverns, and more for you to explore.

A link to a PDF of the full-size (56″ x 12″) version of the map is at the bottom of this post.This is a reduced (but hopefully still somewhat readable) image of the whole map.
ecd4-final

The Exquisite Corpse project has multiple participants who each have to construct a section of dungeon without seeing any of what has already been done.  For these maps, there is a tiny sliver of the previous section that shows where the connections should be, and then they have to map a section. Then they send a tiny sliver of their section to the next person who follows the same steps.  So there is no internal coordination, but something wonderful arises from the blind collaboration.

Sections of this one were drawn by Billy Longino, Kosmic Dungeon, Tony Obert, Jens larsen, Kevin Campbell, Rodger Thorm, David Millar, Paul Baldowski, Andrew Durston, Ivan Katyurgin, Nate McD, Christian Kessler, and Scott Aleric.

Since this is number 4, there must be some previous ones, right?  If you’re looking for more massive, collaborative dungeon art, here are links to the previous Exquisite Corpse projects:


And lastly, here is the link to the full-size 56″ x 12″ PDF: exquisitecorpse4final

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.

 

 

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.

ECD3city-vignette

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.

 

Exquisite Corpse 3 – CITY

November 13, 2015

Here are the directions for Exquisite Corpse 3 – CITY  SIgn up to participate, and follow the progress as it evolves in the Exquisite Corpse 3 CITY Community on Google+

PROCESS


CapturecityYou will only fill about 3/4ths of the section you draw. The person who draws the next section further out will fill in the rest as part of completing their section. If you are the first to claim a spot adjacent to an unfinished section, you will get that section (not just a strip) that is mostly completed, and will fill that in, along with drawing the section you’ve selected, but leaving about the outermost 1/4 which the next person will fill in, if the city expands that far, or which will be the outskirts if it doesn’t go any farther.  [See diagram for how this might work. In the example, black was the first section drawn (note how it does not extend to the top edge of the section), and then red was drawn afterwards (again, leaving space at the outer edge for the next participant).]

Leaving roads and other connecting elements for other players to build off of is an essential part of the Exquisite Corpse process, but all buildings and other singular features should be complete.  Please don’t draw a building that goes off the edge of a section for the next person to finish.  However, the second participant in any pair of sections may certainly draw a large structure over the dividing line between two sections (again, see example at right).  There is nothing magical about the section lines that means they can’t be crossed; this is only to keep from making things unnecessarily difficult for the follow-up artists.

MAP REQUIREMENTS


Map scale is roughly 10 yards/10 meters/30 feet/5 fathoms/2 rods/one-half chain per square.

All maps to be *exactly* 1500 x 1500 px (20 x 20 squares) Getting everyone to provide properly and equally sized sections will make management of this project a lot easier.  Any graphics format (JPG, PNG, TIFF) is acceptable.  Hand-drawn, computer-drawn, and hybrid styles are all allowed.  Because of the way this is structured, you will actually be returning 2 drawings when you return your finished works.  Please send those as two separate image files.

When you turn in your section, you must also provide a name for it.  Keys and legends may be included.  Brief narratives and descriptions are also permissible.  These will be incorporated as an appendix in the final piece.

Unlike the previous Exquisite Corpse projects, this one is open to color as well as black and white imagery.  It will be a more varied and patchwork project than the earlier Dungeons.

SCHEDULE


The Exquisiste Corpse 3 – CITY project runs from today, 13 November 2015 through the end of the year.

Once a spot is claimed, you have 1 week to complete your section and turn it in, or the spot is forfeit.

Participants can claim multiple spaces, but only 1 at a time, and only 1 per quadrant of the map. (Turn in your first piece before you claim another spot.)  A section is open for claim once all the lower numbered adjacent spaces are completed.  You can either put your name in for a random selection (you’ll get assigned a section when your turn comes up), or you can request a particular section.  I may go random for order of the first ones, but I’ll have a list so you’ll know when it’s getting close to your turn. If you’re going to be unavailable for a while, you can go on hold.

Unlike the Exquisite Corpse Dungeons, there will probably be some midway reveals, so you’ll get to see the center of the City before the whole thing is completed.

OVERVIEW


This will start from the center, then there will be 4 extensions from the 4 sides of that, and then extend on and out.  The starting diagram map shows the sections, and updated versions of this diagram will be used to identify which section is assigned to each participant.  If this project grows beyond the identified sections, we’ll add more spaces.

The river must be continued through any spaces it connects to. If there’s a river coming into your space, you have to extend it to another adjacent space. Small ponds are okay, but this won’t be a coastal city, so no ocean/seaside/waterfront.

PARTICIPATION


By participating in this project, you agree that your contribution is Creative Commons licensed CC-BY-NC 4.0.  Additionally, you agree to allow Antherwyck House Games permission to include your map in commercially distributed print versions.  (In short, I’d like to make this map available in print through OBS (DriveThruRPG and RPGNow) to further spread these works.  They are going to be priced close to cost, but print products have to be sold, so specific permission for this needs to be provided.)  This is meant to be an opportunity to promote your work, so be sure to include contact info and a blurb for the final version.

To participate, you have to have a G+ account and check it regularly; all the communication during the map-building will be through there (and afterwards, an email address for contact and followup).  This will be cross-posted to the G+ Exquisite Corpse 3 CITY Community, and turn assignments will be posted there.

Some Notes on Medieval Cities

November 11, 2015

If the grid for the Exquisite Corpse City is going to be 30 foot/10 meter squares, I wanted to see if that really made sense.

So (perhaps prompted by Stephan Beal’s suggestion in a geomorph discussion), I got a Google map of Carcassonne and did a quick and dirty grid overlay with roughly 30’/10m squares.  It looks pretty good to me.

CarcassonneGrid

This isn’t the full 20 x 20 section, but it is 20 squares wide (counting just the full squares), so it’s a reasonable guideline for medieval building density and what an Exquisite Corpse City section might look like.  It’s tight enough in that it’s worth drawing from an artistic perspective, but, at the same time, it’s far enough out that lets each section be a substantial enough size to become a city map.  People are pretty small at this scale, but are still individually distinguishable; it seems like a really good scale for something like this.

There are only a few roads in this at this scale, but roads, lanes and alleys can be distinguished.  A one-square building is reasonably good sized, but there will be many features that are smaller, so drawing at a larger scale and then downsizing for the final drawing may be called for.

For a more visual reference, here’s what that same area looks like as an aerial view:

CaptureCarcassonneAerial

For another reference point, here’s a bit of Paris at about the same scale.  If you want the aerial view, you should be able to find that on your own.

CaptureParis

Exquisite Corpse City – Ideas

November 10, 2015

Okay… Despite my better judgement, I’m going to open up an Exquisite Corpse City to run until the end of the year. I wanted to give it a rest until after the new year, but there’s enough interest, and I think, with a few rules in place, it can run without needing too much attention on my part.

I have some guidelines I’ve been thinking about for this since the weekend. So I’ll open this up for discussion, and we’ll try to get everything straightened out in order to start on Friday the 13th (beacause, yeah!)

Proposed Rules


Capturecity Map scale is roughly 10 yards/10 meters/30 feet/5 fathoms/one-half chain per square.

All maps to be *exactly* 1500 x 1500 px (20 x 20 squares) Getting everyone to provide properly and equally sized sections will make management of this a lot easier.

Once a spot is claimed, you have 1 week to complete your section and turn it in, or the spot is forfeit.

Participants can claim multiple spaces, but only 1 at a time, and only 1 per quadrant of the map. A section is open for claim once all the lower numbered adjacent spaces are completed.

Rivers must be continued through any spaces they connect to. If there’s a river coming into your space, you have to extend it to another adjacent space. Likewise with (major) roads. Small ponds are okay, but this won’t be a coastal city, so no ocean/seaside/waterfront.

This will start from the center, then there will be 4 extensions from the 4 sides of that, and then extend on and out.

You will only fill about 3/4ths of the section you draw. The person who draws the next section further out will fill in the rest as part of completing their section. If you are the first to claim a spot adjacent to an unfinished section, you will get that section (not just a strip) that is mostly completed, and will fill that in, along with drawing the section you’ve selected, but leaving about the outermost 1/4 which the next person will fill in, if the city expands that far, or which will be the outskirts if it doesn’t go any farther.

When you turn in your section, you must also provide a name for it.

In the above example, the Black End was the earlier section, and the Red Quarter was done afterwards. Only the participant drawing the outer section can draw a building across section lines (like the Red Castle in the example).

Claims for particular sections can be placed in advance, if there’s a particular location you want, or you can put your name in the pool. I may go random for order of the first ones, but I’ll have a list so you’ll know when it’s getting close to your turn. If you’re going to be unavailable for a while, you can go on hold.

To participate, you have to have a G+ account and check it regularly; all the communication during the map-building will be through there (and afterwards, an email address for contact and followup).

This will be cross-posted to the G+ Exquisite Corpse Dungeon Community, and useful comments posted here will be copied over there (because that’s probably where most of the discussion will be).

City Geomorphs

November 6, 2015

Capture

There are times when an idea suddenly seems to be in the air everywhere.  This time it’s cities.

CornerTower_RThorm_Antherwyck_com_CCBYNC4Firstly, some discussion has been kicked off, already, about an Exquisite Corpse City map as the next Exquisite Corpse mapping project.  I’m not sure if that will be to everyone’s tastes, but there are already a few people who are interested.

A couple different ways of configuring it have been suggested.  I’m partial to an idea that I originally floated on G+:  “I think it’s pretty obvious it would start at the center and then extend out in all directions.  It might be interesting to have each person do only the inside half of their section, and have just a few outlier buildings in the outer half, and then, if there’s an extension from there, the person doing the next section adds some buildings to that outside half of the previous section, as well as doing their own section that same way.  Could make for a really interesting map that was more interwoven and less hard edged.”

As I was telling Thor in a recent chat, my view of Exquisite Corpse is that it’s not meant to make sense as a whole.  Having distinct districts is both more compelling for a fantasy setting (at least for me, in this case) and lets each artist’s work stand on its own terms.  I like the idea of having some interweaving in this, with the outskirts section of the earlier person’s work being subsumed and incorporated into the next person’s piece.  I think that could be very cool.

I also think I’d let everyone see the core section, to have some common references (there’s a lot more that’s up in the air with something like this as opposed to all the understood conventions of dungeon mapping).

CityWall_RThorm_Antherwyck_com_CCBYNC4And then, there’s nice article about “Give Your Village Meaning and Purpose” from Raging Owlbear that has useful suggestions about making a reasonable village that goes beyond being a faceless, forgettable place.  I notice when things in game don’t make sense, and, as a GM, I want to make things that have reasonable underpinnings.  Does a village of 500 with a fully stocked armorer’s shop and 4 different taverns make any sense?  Not really, unless it’s a company town serving high levels of mercenary traffic.  A one industry town, like the example in the article, makes a good deal of sense.  And then, along with that, the layout of the town, from a functional perspective, starts to suggest some things.  Of course, when you’re working with geomorphs, you don’t get that, which leads to these maps…

CityGate_RThorm_Antherwyck_com_CCBYNC4Although there’s not a lot behind these, I made a couple of choices about inside/outside with the layout of the streets and paths and the orientation of the buildings (orthogonal or not) depending on which side of the wall they are on.  There’s not deep meaning to it, but it sets up a sense of a distinction between the two sides of the wall, and someone might pick up on that and make use of that as they fleshed this out for themselves.

These were drawn for the latest Inkwell Ideas geomorphs contest.  The three maps (at top, and individually included) include a centered city wall (falling between the 5 and 6 positions* on the sides where it occurs) in addition to the requisite pathways (at the 3 and 8 positions) into and out of each tile.  A series of these could conceivably be used to make up a city map (even better if there were a few more like it, for added variety, as well as some other non-wall tiles for in-fill).  These don’t really meet the 10′ grid requirement (or else those are teeny-tiny buildings).  I’ve been wanting to do some town/city things for a while, so this was a good excuse to give it a shot.

After making these maps specifically because of the Inkwell Ideas contest, I think I missed the deadline for sending them in.  Oh, well…  Nonetheless, I’m sharing them here as I typically do.  These geomorphs are Creative Commons licensed CC-BY-NC-4, so they can be used non-commercially.  I’d love to hear about it if you use these (or any of my maps).  And, as usual, contact me if you are interested in a commercial use.

 * these are done using a standardized method for making inter-operable geomorphs using a 10 x 10 grid and a regularized pattern for where the connections to adjacent tiles need to be.  Visit Dave’s Mapper for more about the geomorph standard and lots more geomorph maps.

Some Thoughts About the Exquisite Corpse Dungeon 2

October 30, 2015

As you’ve hopefully seen by now, the Exquisite Corpse Dungeon 2 is out.

My piece (a double section at the bottom-right of the whole map) was one of the starters.  (Since I do the coordination, I need to be a starter, since I end up seeing everything as it comes in.)  With an Exquisite Corpse, the participants are working almost completely blind.  Other than the edgemost row of the previous section that each person saw as their starter, no one saw any of the rest of the map until the entire thing was revealed.

13+14-right-RodgerThorm

I find it really interesting how patterns and correlations seem to arise in these.  This time, for example, +Kevin Campbell (top-right) and I both independently created shoreline settlements with openings leading back into the depths of the dungeon.  Both of these sections feature freestanding buildings (for Kevin, the village on the shore between the water and the cliffs; for me, the castle on the island) and streams flowing out from the cavern depths.

The first Exquisite Corpse Dungeon had a lot of central axis organization (maybe because it was so vertical in the organizing principle) that carried through many of the sections, although it was often not communicated directly from one section to the next.

In this one, there are things like the clustering of round rooms from L’Uomo Macchina, Dyson Logos, and George G (the first two saw curves at the edge where the two came together, but nothing in Dyson’s piece shows any curved walls, but George’s section nevertheless has a great, round room.  Or, the abundance of colonnaded halls throughout the whole map.  And in several places, there are large rooms that were left to extend across the border between sections.  It’s also interesting to me that several sections open off to the right (the sea/lake/pond/whatever at both the top and bottom right, as well as two other waterways (in Andrew Durston‘s and Billy Longino‘s sections, as well as the lava pit from Jef Wilkins and Patrick Usher), but only one lonely little hallway (in Ivan Katyurgin‘s section) extends to the left, near the bottom of the map.

Some of these are just artifacts of all of us being dungeon map makers, and wanting to put the cool things (like lava and bottomless chasms and so forth) into our map sections.  But I still find it fascinating to pick up on commonalities that crop up, despite the total lack of coordination.  I think the Surrealists who invented the Exquisite Corpse appreciated when that kind of thing happened, as well.

I’m really, really grateful to all the contributors who helped make this such a fantastic project.  As I noted the other day, this blog doesn’t get a lot of traffic usually, and so it was exciting to see such a tsunami of attention to this wonderful little project.

For me, it’s been great fun running this project, and we’ll probably be back with another one early in 2016.

Stats for the Exquisite Corpse Dungeon 2

October 26, 2015

This is a pretty slow blog, for the most part.  It’s got a handful of followers, and occasionally draws some activity from cross-posting things to Google+.  On average, there are probably a dozen or so views per day.  Until the recent spike.

Friday (October 23) was when the Exquisite Corpse Dungeon 2 was unveiled.  You’ll notice the uptick…

Capture

It was almost 900 views, far and away the most views I’ve had on any day.  Saturday was even a bit more.  Sunday was more than the previous two days combined.

This is great that so many more people have seen the Exquisite Corpse Dungeon, beyond the circle of its creators.

The Exquisite Corpse Dungeon 2

October 23, 2015

The Exquisite Corpse Dungeon is a tricky project, because so much of it takes place behind the scenes.  Even the contributors don’t get to see the final product until the end.  Maybe you recall seeing the discussion a couple months ago.  But then it’s mostly been silent.  That doesn’t mean that things haven’t been happening, though.  And now, after more than 2 months and the work of 22 contributing artists, the newest Exquisite Corpse Dungeon is now revealed.

Capture

(there are even larger versions below)

It’s an enormous map.  The full size version fits an 18″ x 48″ sheet.  To keep it manageable, there’s the smaller (JPG) image above, to give you a sense of its scope, then a larger (JPG) version below the cut, and then, if you want to look at an even more detailed version, the PDF (6+ MB) is half size (9″ x 24″) and is amazing.  At a scale of 10′ per square, this map would be nearly 23 acres of dungeon ( 600 by 1680 feet at 10×10 square scale).  The individual sections are the same size (30 squares wide by 12 squares tall) as the ones in the first Exquisite Corpse Dungeon, but this time the map is twice as wide, so sections are side by side, as well as connected up and down along the map.

With nearly double the number of contributors this time, there are a lot of new faces, as well as many of the artists from the first Dungeon back and contributing to this one, too.  Contributors to the Exquisite Corpse Dungeon 2 are:

Nate McD
Patrick Usher
Jens Loldrup Larsen
L’Uomo Macchina
Josephe Vandel
Andrey Makarov
David Millar
Nate Marcel
Matt Bonhoff
Matt Widmann
Ivan Katyurgin
Scott Aleric
Kevin Campbell
Andrew C. Durston
Marc Majcher
Dyson Logos
George G
Jef Wilkins
Michael Patrick
Billy Longino
Sarah Richardson
Rodger Thorm

I’m grateful for the creativity of all of these people and their contributions to this project, and their enthusiasm for it.  There’s a lot of talent in that list (an awful lot!), and if you pay any attention to maps in gaming and RPGs,  then you recognize at least a few of those names.  If you are looking for someone you can work with for a project of your own, this is a really good starting point for finding someone.  Most of these people are readily found on Google+ (you can check in at the Exquisite Corpse Dungeon 2 Community to find them, or just search a name on G+).

More detailed maps are after the cut

(more…)

Update: Exquisite Corpse Dungeon 2

October 15, 2015

Ahoy, Exquisite Corpse Dungeon fans!

Behind the scenes today, the wheels are in motion to get Exquisite Corpse Dungeon 2 finalized.  All the contributors got their first look at the whole thing for the first time, and they are excited!

Subscribers to the October +Mythoard Digital Hoard will be getting a copy of this huge map, and, as with the first Exquisite Corpse Dungeon, there will be a copy we’ll be sharing with everyone.

This time, the Exquisite Corpse Dungeon 2 is more than twice the size of the previous one, with 22 contributing artists.

A section from the Dungeon Burime

August 7, 2015

Not long after the Exquisite Corpse Dungeon wrapped up, I got a couple of pings on the blog being reposted on a Russian language site.  It became (somewhat) clear (thanks to Google Translate) that a group coordinated by Andrey Makarov was putting together their own version of the Exquisite Corpse dungeon to make a “Cartographic Flashmob.”

p3_burime_rodger_thorm_final (1)

Unlike the Exquisite Corpse, where everything was kept under wraps until the whole thing was completed, the Dungeon Burime has periodic reveals as it goes along.  So although it is still going on, my section has been posted already, and I think it’s okay for me to share this with you.

Doing a section rather than a plan view was an interesting change of pace.  I’ve done a couple of section geomorphs for Dave’s Mapper, but I haven’t been especially thrilled with the results.  This was big enough to give me some room to work with, and I think I’m happier with this than any other dungeon sections I’ve drawn, so far.

(Preliminary) Exquisite Corpse Dungeon 2

August 1, 2015

Please see the updated post for Exquisite Corpse Dungeon 2 participation and information.


Trivia: If the squares were all 10′ x 10′, the first Exquisite Corpse Dungeon would be almost exactly 10 acres in area (that’s 4 hectares, for those of you preferring your measurements in metric).
A couple people wanted to see some description along with the maps in the first Exquisite Corpse Dungeon, and that seems like a good idea. But it’s hard to do descriptions in the spirit of Exqisite Corpse, especially after the map has been revealed.  So, rather than giving full descriptions of all of the contents of the dungeon, each participant will contribute a couple elements to be used by other mappers, and they will also name the section following theirs.  Each section will have a name (which will be supplied by the previous section’s mapper), a room or feature, an inhabitant, and a treasure chosen (or randomly selected) from the list provided by other participants (details below).

To keep it speedy, there will be two tracks of maps going at the same time (left and right side) and maps coming from the bottom going up, and maps from the top going down. So there will be four sections under way at any time, which should make things go faster.

Two people will need to volunteer to be the Mergers, who will be the last two contributors.  They will get connections from both top and bottom, and one of those will also have to get a connection from the other side. They will each get to name the starting sections (top and bottom) for their half. They will also get to choose between the two proposed names for their section from the two sections they are connecting (or they can find a way to use both if they like).

As much as possible, it would be good to try to have a 4-5 day turnaround when your turn comes up.  Since a lot of people (including me) have vacations scheduled in the next month, if there are times when you’re not available, let us know that so we can keep things moving, and we’ll schedule around you as best we can.

Signup:

When you sign up to participate in ECD2, you also need to provide the following things, which will get added into the mix as we go. These will be assigned to another participant to be incorporated into their map section in some way:

  • – A description of a room or a distinctive feature found in another section of the dungeon.  Don’t get overly specific or detailed with this.  It should just be a sentence (maybe two, if you can’t help yourself)
  • – An inhabitant (either a singular monster or a type of creature) found in another section of the dungeon.  Keep it descriptive and general.  Don’t provide a stat block or anything that is really system specific.  Give a sentence or two to describe the creature(s)
  • – A treasure or some special aspect found in another section of the dungeon.  This again should be something vague and generalized, rather than statted out and with full particulars.  A simple description

To sign up to participate in ECD2, send your name to exquisitecorpse @ antherwyck.com with any schedule notes and the descriptive elements (room or feature; inhabitant; and treasure or highlight).

If you have a preference for which quadrant you want to be in (top, bottom, left, right) note that as well, and we’ll try to accommodate that as much as possible.  Otherwise, it’ll be the random roll for who gets plucked out of the pool next, which seemed to work pretty well on the first one.

(Note: if this runs into September, which could very likely happen, there are a few days I’m going to be out of touch and unavailable to keep things rolling.)

Map segment requirements:

Size: TBD, pending vote. All maps should be at a scale of 10 foot squares (each square is 10′ x 10′).

Each section will have a name (supplied by the previous section’s mapper), a room or feature, an inhabitant, and a treasure chosen (or randomly selected) from the list provided by other participants.  Along with these features, a short descriptive paragraph can be included.  But remember to keep it brief and avoid references to specific game systems.  Remember , this is still primarily a mapping project.

When you turn in your dungeon section, please also include a list of the squares (reading left to right, or top to bottom for verticals) where you have connections to the next section (e.g. 5, 11-13, 17, 19). That way the next mapper has a more exact layout to work from. Whether or not you draw your own map on a grid, you need to provide a grid on any connecting sides of your section, to aid the next mapper in connecting their map in.

Each map section should also be turned in with a name for the next section of the map. (Preferably something evocative that the next person can use for some inspiration for their section, without getting too detailed.  But something a bit more than “The Tomb of Fred.”)  Perhaps a MadLibs format of ” __(kind of structure)__ of the __(adjective)__  __(noun)__” {kinds of structures being things like tombs, temples, caverns, caves, etc.}

As was the case for the first ECD, all sections should be Creative Commons licensed CC-BY-SA 4.

Balance, adjustment, and refining:

The first Exquisite Corpse Dungeon was a single pass, with no editing or adjustments after the segments were turned in. However, there were some irregularities and discrepancies in the maps. While those discontinuities are not out of character for an artistic Exquisite Corpse, the desire to be able to use the ECD map as a coordinated mega dungeon makes it worthwhile to allow any pair of adjacent map makers to go back and refine the connection between their two segments. There will also be a round of cleanup, editing, and adjustment before the final version is published, although everyone participating is encouraged to make their map as close to finished as possible.

Printing, distribution, and prizes:

The first Exquisite Corpse Dungeon started off just as a thing to do to build some connections among dungeon map makers. There were no plans to do anything with it beyond just having some fun and showing it off to everyone as a sampler of our work. Then, as it was wrapping up, I came across Jarrod Shaw’s Mythoard, and we quickly arranged for a printed copy of ECD to go out in the June Mythoard. Jarrod paid me for these, but with the costs of printing and shipping, plus transaction fees, and the time we put into folding nearly 200 copies, it’s not a profit-making project.

For the second Exquisite Corpse Dungeon, I’m going to try to get Jarrod to contribute one or two Digital Mythoards as prizes for a couple contributors as decided by group vote after the project is completed. I am also going to see if Jarrod is interested in having the completed Exquisite Corpse Dungeon 2 as part of a future digital Mythoard. I may also print a few copies of the finished map and make those available through Antherwyck House Games, but at this time I don’t plan on doing a print run for this one.

Exquisite Corpse 2: Euro-Dungeon?

July 21, 2015

If you’re following the blog, but aren’t in the Google+ Exquisite Corpse group, then this announcement is for you:

The current discussion is to do the next Exquisite Corpse Dungeon based on a map of Europe.

If this kind of insanity sounds good to you, and you’d like to take part, join the discussion: https://plus.google.com/u/0/112759340492106094051/posts/jPaAYW7JKk7

Thinking about Exquisite Corpse Dungeon 2

July 2, 2015

If there’s enough interest again (and I’m really hopeful that there will be), I’m planning to run another Exquisite Corpse Dungeon this summer.

ECD2cutIt was fun the first time around.  The idea has been picked up by a group of Russian-speaking map makers (who are doing a vertical dungeon section rather than a plan view dungeon), and their version is underway right now. The end result was something more amazing than what I hoped for when I first floated the idea and nudged a couple people to see if they were interested.  And, it even ended up as a hardcopy version which is being shipped to Mythoard subscribers right now.

If you are interested in being a part of the next Exquisite Corpse Dungeon, send me a note, and I’ll add you to the Google+ circle. (Since this started out in G+, and that’s where most of the discussion took place last time, you’ll need to have a G+ account to get into the discussion.)

https://plus.google.com/u/0/communities/108245358165736516269

I have a couple ideas about how to change things up a little bit and make it even more interesting this time through.  But, it’s better to get input from everyone as we start to organize it.

Exquisite Corpse Dungeon – print edition

May 28, 2015

For those of you who were interested in it and want to get a copy for yourself, printed copies of the Exquisite Corpse Dungeon are going to be available.

Test print of ECD scrollThe first release is going to be distributed in an upcoming Mythoard bundle coming this summer.  This also marks the soft launch of Antherwyck House Games as a publisher.

We’ll also be offering copies of the ECD available directly from us, as well as an option for a premium version on heavier weight display stock.  But for now, we aren’t set up yet for online orders.  If you’re interested in news about when that will become available, sign up for our TinyLetter newsletter, and we’ll be certain to announce when we’re ready to start shipping these.

The map of the dungeon has turned out to be 3′ long when printed. It’s far from your average dungeon, especially because the terrain keeps changing as you go from one section to the next.

Also, there has been enough interest that there will be another Exquisite Corpse Dungeon starting some time this summer.  Once again, we’ll have word about that in the newsletter, and the main discussion will also probably center on Google+, where the whole thing was hatched in the first place.

–RT