Maps and Revisions – Farm Buildings

I’ve spent a good portion of this afternoon doing some map work for tomorrow’s game – largely setting up relatively blank canvases that I can use for set-pieces and for random encounters depending on what direction the group goes. With the massive battle last week, I suspect there may be an attempt to regroup and plan, but I’ve been wrong before.

With that said, I’ve also been quietly revisiting some of my older maps and updating them, especially where new updates have added options to ease the process of filling out the spaces with details. In particular I’ve been playing around with the various options to paint things like undergrowth and natural features rather than manually editing things in so much.

So – for comparison here is a map I made when Dungeon Alchemy first launched where I was just trying to work out how all the buildings could be made to work. It’s called Farm Buildings, and had the concept of being a farming community around a pond or small lake:

Overheap map view of a cluster of buildings around a small lake. The lake has a large mound sticking out of it. Scattered trees stand around the buildings and various small hillocks

It’s plain and simple with fields, gardens, various farmsteads and associated features. I think I spent more time trying to work out the rise and fall of the ground so it wasn’t utterly impassable or impractical. There’s no grand design. To be fair, the changes made today haven’t addressed anything like that, but I’ve got a more definite thought about how I’ll likely use it in the near future:

Overhead map view based on the previous image but with far more undergrowth and foliage and natural features as discussed in the main text body.

This feels more like a nestled collection of buildings even though all I’ve done is add rock features, trees, and bushes. Oh, I also exported this with a more 3D presentation than the more plain orthographic settings of the original. Its a bit on the large side compared to most of the maps I use in sessions, but it could work well with some larger or more mobile opponents on it to make better use of the space. All in all it feels a more naturalistic space just with these extra details painted in. It would almost certainly never exist in the real world, but it feels like it could.

I’ve a few more of these, so I’ll sprinkle them from time to time – so there’s that to look forward to

That Was Definitely A Week

I’m really drained today after a week that has seen a lot happen, just not necessarily in the order I’d planned. Most of it has been very positive or has brought great outcomes for people on the work side of things. The biggest relief has been that the boy s has been able to access some mental health support through his GP. Now all we’ve got to do is help him get his housing sorted. Meanwhile Lady M has been storming through all barriers and has multiple nominations for awards in diversity, being an excellent manager, and a host of other wonderful things.

There’s even sunshine – and with the door open I can hear families playing out on the estate. It feels an absolute age since I’ve heard that. I’ve even been able to get in touch with my parents and have a catch-up chat. Beyond a quick dive out first thing to get groceries for the weekend I’ve otherwise been curled up on the sofa – though that’s also because its the weekend before payday so budget constraints have reinforced the idea of staying home. I’m just very aware I need the rest.

In gaming news, I got a bit bored the other day and worked up a redesign of Lady M’s character token for the DDC Sunday game, so I’ve spent a bit of time today uploading that to the virtual tabletop (Roll20) so its ready to go tomorrow.

Who knows, maybe this week Kerne won’t be quite so caught up in life and death struggles. My magic eight-ball isn’t so sure…