I have used (and mangled) the awesome Von Bottom’s Hoard to test out some layout concepts.
Big nod to Roger Giner-Sorolla and Kiel Chenier for their thoughts on dungeon maps and their usability at the table.
Maps
- The map will be relied upon by the GM to draw basic architectural description (room dimensions, windows and exits)
- Larger maps will broken down into smaller sections that enable the visible portion to sit next to room entries on double page spread (inspired by Kiel's painstaking module notes)
- Quick reference pointers to connecting map sections (will also have an overall map to show how all the segments fit together)
- Icons will used to indicate battlefield conditions (will also need some GM attention markers!)
Room entries
- Room entries will be broken into info chunks and marked with an icon to provide at-a-glance clue to what the segment of text is about.
- Eye icon - Short extract for first impression (including distinguishing visuals, sounds, smell, objects)
- Magnifying glass icon -Extract for closer inspection (including insight checks and extra senses)
- Gem icon - Extract for collectible objects.
- Knight icon - Extract for encounters.
- Alert triangle - Concealed exits/traps.
- Mini monster stat blocks where needed.
- Occasional pics!
Looking at it now, I could probably get most of the room names on the actual map.
ReplyDeleteAlso use the gem and alert icons.
Might get messy though, but maybe more usable?
I think if you manage an unobtrusive font, getting the room names on the map itself would be a big help.
Delete