Last week we started a tutorial on how to draw simple dungeon maps in the style of Dyson and other leading artists in the tabletop role-playing game (RPG).
This week we’ll be covering caves and associated natural formations to bring your tabletop games to life with a touch of professionalism!
If you want to read the part where we talk a little bit about pencils and pens etc, you can find it here!
So, onto caves and natural features!
Unlike traditional dungeons, caves don’t have an easy way of defining the typical 5 foot square in inches on the map (1-inch = 5-foot). To get around this, simply place a well-defined sheet of squares under the cave map page so you can see through to the squares.
And now the process…
Place your page of squares under a fresh sheet of paper – this will allow you to draw to scale. You can see in the image that I’ve drawn a rough square shape with a tunnel for access.
In the following image, I’ve modified the outline to look a little more natural by taking the edges of the squares away and redefining the roughly circular shape.
The next step is to really define the outline. For this step, it’s best to use a brush pen or at least a 0.5mm pen. Remember the outline needs to stand out from the rest of the cave and its contents, as well as the dead space between other chambers. I tend to use a wobbly hand technique to apply a rough and believable cave wall for this part – don’t just make it wavey or zigzagged, add depth, create sharp bumps or points and let it look rough!
I decided to add some features to this cave section – two large natural pillars to hold up the ceiling, and a raised platform in the middle of the cave. Define these too, as they’ll be dead space or features that need demarking. You can see that I’ve filled these in using a similar method to the Dyson hatching style – series of lines which move in random directions, with each series of lines capped by another series of lines.
Note that the centre feature doesn’t have full hatching, this is because it’s a raised step or platform which players should be allowed to explore or monsters can stand on.
Now for the outside hatching! I’ve decided to show you three examples of border hatching (although the third method is more fitting for water banks). The Dyson style is quite arduous but very rewarding and therapeutic to draw. The dotting method is very simple (and with a bit of practice is much faster than I originally thought).
I always draw a guiding line around the edges of the map or tile. This is so I don’t draw in too much, or go out too far with the hatching methods mentioned here.
The last method is to use a very fine pen, in this case, 0.05mm, and draw one or two broken lines around the outer edges. As mentioned earlier, this usually marks where the water begins (such as on coastal maps) but is a very quick and easy method if you’re in a rush.
I’ve included some close-up images so you can emulate the style – it only takes a little bit of practice!
This final section is to add details. Details help to populate your map, making it look realistic, but also serves to add a sense of scale.
You can see from my doodles that I’ve drawn rocks of varying sizes. This was so I could determine a clean map space or a messy one, essentially providing smooth or rough terrain.
If you add features such as furniture or treasure chests you can further define the scale to let your players see just how big or small each cave is. Here are some examples of features and how simple little dots and irregular shapes can bring the cave to life!
That is pretty much it! You’ll find that with a little practice you can create some nice, clean and detailed maps in no time at all. Just take the plunge, put pencil or pen to paper and just start – no-nonsense or fussing – just get on with it and the flow will develop from there!
Next week we’ll look at some outdoor maps – a little trickier (especially since we haven’t tried this ourselves yet!)
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So you’re going be the Dungeon Master (DM) for your first game of Dungeons & Dragons? You want to leave your players breathless, panting for more and unsure if they can take another mouthful of awesomeness?
I’ve seen it before; in your head there’s a legendary adventure waiting to vomit out from every orifice in your face and splurge itself onto the page.
You want to be the best goddamn master of the dungeon to ever grace the halls of adventuring. The dramatic music starts, your pencil plunges down toward the pristine sheet of paper.
You’ve got this. It’s happening. Like the impetus of the virgin lover, you stab down that pencil-lead and besmirch the paper.
Except that at the moment of climatic pencil to paper contact you have doubt. Your hand wavers, your fingers loosen and your pencil… it’s dropped to the desk, rolling slowly off the desk.
It happens to everyone.
You all want to play Dungeons & Dragons and it’s no easy feat to draw up a gaming session to please everyone. Either you drew the short straw and you have to write the game, working like a pack mule, or you chose the role of DM as a creative outlet because you’re pretty avant-garde.
I’m going to cover some simple basics; the role of the DM, knowing your players, what to prepare, an example of an adventure setup and finally some notes on starting your first session.
So here’s how it works; here is how you turn that dripping mucus of a brain into the well-toned 80’s sword and sorcery hero.
If you don’t have a copy or cant afford the ones you need, you could try these helpful PDFs provided by Wizards of the Coast.
Before we Begin…
Let’s get a few things clear about being the Dungeon Master / Games Master (DM / GM).
The DM acts as a type of story teller and referee rolled into one. You set the scene; you give cues and clues to the players, allowing each of them a chance to act with their character. You are not their adversary, despite being all the goodies and baddies in the story you’re trying to portray. And portray is the correct word.
You are showing them the story as they interact with it, you’re not telling them what to do, but guiding them on the journey of the story you have planned. Keep that in mind.
No one wins in D&D like in conventional games. The success of a game can be measured in the enjoyment of the players and the DM. If you enjoyed telling a story and making the players creep to the edge of their seat in anticipation, then it’s a good game. If no one has fun, it probably wasn’t worth it… but we all have to start somewhere, so as DM you must bear the burden of the players’ enjoyment, initially…
Trust me, it’s worth it.
So here are several important considerations to your first time DM session. Let’s rock this Kasbah with love and violence…
Know Thy Players…
Murder Hobos shouldn’t be the default setting for a brand new party, but be prepared!
Whether you’re delving at twelve, dirty at thirty or part time retired and kicking butt, knowing your players is the best advice you can get. I’ll tell you why with an example:
We can all watch the same film at the same time and enjoy completely different parts of it. We all went to see the film together, so we kind of enjoy the idea of the film, but some liked the love story, others enjoyed the high paced violent race and a few enjoyed the antagonistic interactions between two heroes. We like the film, but we love different bits of it.
Playing Dungeons and Dragons is exactly the same.
It helps if you know what your players like about a story. You’ll find some players are more into the story than pillaging troll caves and vice versa. This is fine, just identify who likes what. When you know this much you can add extra bits in for everyone to have a little more limelight – that extra tough monster for the barbarian to squish or the helpless stable boy trying to get the attention of the serving maid next door.
The little bits can add a lot to how the players perceive the game.
How do you know who likes what? Well, start by seeing what people want to play. A barbarian will enjoy fighting; the paladin will want a noble cause of their choosing to follow; a thief well… a thief will like collecting things; and the wizard? Well those creeps have all sorts of agendas.
Get your players to generate their characters before you plan the first game. Ask them to give their characters an agenda privately to you – you can use this later.
While you’re at it, ask them some questions about their characters and make some notes. Here’s an example:
Gwen wants to play a barbarian elf. Cool. She says her character is driven by revenge. Revenge for what? Well, Gwen explains that her barbarian lost her tribe in a cataclysmic earthquake, toppling their homes into a chasm. She thinks a powerful sorcerer may be responsible.
You don’t have to use this right away. Your first game is going to be about getting the players role-playing and enjoying their first game. But never forget those simple ideas.
Notes, Maps & Preparation Time
So this is where the planning starts.
You’ve already got an idea of what your players want to be, and you have their agenda or motivation for adventuring. These are invaluable. But now you want to create something for them to play in.
The limitless sandpit that is your mind is about to get as hot as all the fires in all of hell!
First off: Don’t try and write everything down.
You’ll get easily bored and frustrated and when you come to run the game, you’ll be flicking through notes and papers and no doubt getting lost. Even if it’s all typed up, you’ll be scrolling around and pausing and losing the attention of the players. A second to get your bearings is fine, but you want them to be savoring your every word.
Secondly: no plan survives contact with the players.
No matter how hard you plan it, the players will always approach things differently to how you planned it. Read that bit again, here I’ll help:
The players will always approach things differently to how you planned it.
It’s like they know exactly how you DIDN’T think the encounter could go.
For this reason alone, you should have your encounters and notes prepared in such a way that you can flip to any of them at a moment’s notice. If you force them to make decisions that you want, they will feel railroaded and not enjoy the experience.
Go with the flow, but nudge them in the right direction. Give them choices as the session progresses, but always loop them back to the encounter you hoped they would find. I’ll give you an example:
You wanted the party to talk to the shady character in the tavern but they decided to take a trip to the sewers to kill goblins instead. No sweat – all you need to do is give them a brief combat encounter in the sewers, suggest they go back to the tavern to clean up and heal… and have that shady character waiting for them. The tavern keeper can approach the party when they order a hot bath and let them know that the gentleman in the cloak was asking about them.
So how do you plan an adventure and keep track of things?
You’ll need an adventure idea. Here’s my personal check list:
Your Antagonist and their Motivation
You can literally watch any episode of Scoobydoo and get a load of examples of this. Why did Mr Parkinson terrorize the farmers market? Well he wanted to tear it down and use the land to build expensive flats… those pesky kids got in the way!
OK, so not a great adventure, but you get the idea. Think up your unsavory enemy and give it an agenda, motivation and a name. Keep it simple. Then work on its stats, but keep them basic for now – if it’s a monster from the Monster Manual, that saves time.
The Plot Hook
Or more correctly: how to draw the players into your story as if it’s their own choice. This is tricky but manageable. That agenda you asked them for? Well you’ll need to try and weave that in.
Gwen from the previous example might start the game hearing of a powerful sorcerer passing through the town you set the game in – a boastful man who claimed to have the power to move hills and mountains. She won’t encounter him this game, but she may if you play again. Make it seem like this was a month or so ago – you don’t want Gwen stomping off into the wilds to find him right that moment.
The Number of Encounters
An encounter is any time the party come across someone other than each other in a meaningful way. Buying food is essential to the characters but isn’t meaningful to the game. It’s not really an encounter… unless the food market is filled with rumors pertinent to the adventure idea in your mind. Bumping into bandits or falling into a hidden pit in the middle of the forest is an encounter.
How many encounters do you need? That’s up to you. I only plan the important ones – the introduction, the request for help or the motivation to get involved, some clues gathering by asking right questions, then some combat encounters as they sum up the clues and wander off to get into trouble. Finally, the end encounter – where facing the bad guys and trying to thwart their plan occurs.
These are the encounters I record. You’ll need an idea of where each one is (market place, creepy old church, grotto in the forest they learned about from someone in the creepy church). You’ll also need to record any monster stats or if you’re quick, their page numbers in the Monster Manual.
It’s worth noting that having some extra encounters both combative and non-combative is always wise in case the players skip a lot of role-play encounters and accidentally get close to the end encounter too soon in the session you’re running.
What about maps? Well, in honesty, if you keep your first game simple, you don’t need maps, but they can add to the element of belief if you have one.
It doesn’t need to be a work of art. You can find tonnes online for free, or if you’re pockets are lined with digital silver you can purchase whole packs of them. Check out Dyson, his maps are awesome!
Rewards (if any)
Ha. Hahaha *snort!* Hahahahahahaha… *snort*
Yeah so keep this simple too; try two hundred gold coins each with some (uncommon) magical items (which you can find in the Dungeon Masters guide). If you’re not sure, you can generate treasure using random generators based on their character levels, try DonJon it’s pretty descriptive and gives a nice gold value to each bit!
Wrapping up – An Example
So here’s an example of the above in brief.
The party meet on the road to Ostogar, where they travel briefly with some traders who say the town is pretty pent up at the moment on account of people missing (brief information encounter).
The party travel onward to the town and are told by the guards that they won’t tolerate bad behavior on account of the missing people. If they want info, got to the Black Boar Inn, it’s the only place open at night for strangers (brief info encounter).
The Black Boar Inn is a bustling multicultural place that serves traders, where the party learn of some of the missing people. Descriptions and emotive information about how much these people were loved, or how rich they were, are common) (in depth info encounter with role-play and room for high jinks).
They are directed to Sebby, an old clairvoyant who may be able to help them find the missing people. Sebby gives them cryptic clues as to the direction and the terrain they will have to pass to find the missing people (info and role-play puzzle as they decipher the crazy old ladies words).
They find a local ranger who can direct them to where she thinks they need to go, and off they set.
Two dangerous encounters (a wondering Ogre who wants all their stuff, and a pit trap set by the kidnapper to trap more victims).
They find a grotto or dungeon at the end of their trail and venture down into it. I call this a micro-dungeon, there are several traps, 3 combat encounters and brief puzzle about how to get past a locked door and…
The final encounter – a hag who has been torturing her victims by cutting bits off them.
Treasure! Yayy… oh wait there’s a twist! They find a clue… the hag is only one of three hags, so where are the other two? And there’s your link to the next gaming session.
Don’t try to go beyond what you have planned for each game. Once you run a game or two you’ll work out your pace just like you would learn to jog. Finish where your material ends, have a chat with your players and see if they can give you any feedback – accept good and bad feedback like a star player would, it’s a good mental place to be.
But don’t bend over backwards to cater for every gripe and niggle for each player. Chances are you are doing this as a favor and would love to play once in a while.
Learning to play D&D as a player is much easier than being the DM and your players should understand this.
Starting your First Game Session
Alright, so you’ve got your story notes, you have the books with scraps of paper to bookmark the important stuff. Your dice are warmed up. You have drinks and snacks on the table and everyone has sat down to start. But what is this? One of your players is sat watching the sport on his phone!
If the game is going to work and be enjoyable, you need everyone’s attention to give this amazing game its best shot. Give your players plenty of notice that they’ll need to ignore social media for an hour or two. Give them a social media break for a bit in a nice lull in the session.
So you sit down, open your note pad or laptop.
This is it. Your imagination is about to do battle with reality. You take a second to gather your thoughts. Everyone is looking at you…
Hit them with your first line like it means something. Start this bad boy up likes it’s a chromed Harley Davidson signed by Meatloaf, discovered by a post-apocalyptic tribe 200 years from now. Go full throttle on those natives and let them have it! But how do you do this?
I’ll tell you how!
Have your first line practiced. Get everyone settled in; all rules checked up with no more questions left to be asked. Absolutely don… Dave! Put your bloody phone away!
Depending on the type of story you’re showing the players will determine your first line, to a degree. For me, I sometimes start my party in peril.
But for your first adventure, you want to set the tone like any good author would. There are tonnes of this information on the net, but I’ll give you my opinion.
Which sounds better?
“OK, so you’re sat in a busy tavern when someone walks up to your table and says they need to talk to you in private…”
“It is night time in autumnal Ostogar, the town of bones. The Black Boar tavern is in full swing and the patrons, a colorful plethora of cultures and races sing and drink together, enjoying the sanctuary of warmth from the bitter cold outside. In the midst of the crowd, two cloaked figures catch your eye. They seem to be trying to get your attention without raising their voice over the merry din. What do you do?”
OK so maybe I’ve embellished a little bit here and there. But the idea is pretty obvious. Even if you don’t maintain this level of detail all the way through your game session, you still got everyone drawn in from the very start. The players will already be thinking along the same lines and wondering what is going to happen.
My example is pretty vanilla here, but that’s OK for an example. I’ll write a blog on great opening descriptions. another time.
So there you have them; things to consider when you’re about to become the DM. It can apply to any table top game where players’ role-play with you and each other.
Go forth and smack their pretty faces with a fist full of plot!
You can thank me in the comments… right?
In the next installment I will cover slightly more advanced topics: