LETāS DRAW SOME MFING MAPS pt 2: ANYONE CAN MAP
I have no natural artistic talent, nor skill that Iāve built. Hell, my handwriting is only legible if I make sure to write slow. But I want to have nice maps for the many, many, MANY tabletop games I GM for, so whatās a girl to do?
This!
In the last post I gave you some examples of where I came from, here Iām giving actual advice, from a person who doesnāt know shit about shit. I literally bought nice pens a few weeks ago specifically for maps, and the last time I touched Photoshop was 13 years ago.
So, if you also want maps and donāt know what youāre doing, or if you DO have artistic talent but want to have a general idea of the mapmaking process, here is MY general process.
First things first: Supplies. At minimum, you will need a pencil and graph paper. I highly advise a pen as well. I have a .5mm pencil, and 4 pens: .7mm, .5mm, .3mm, and .2mm. Personally, Iām a big fan of the Pilot Precise V7 and V5 for the larger pens, but for the smaller ones Iām using some Pigma Microns I picked up at Michaels.
STEP 1: WHAT IS THE DUNGEON
This step is somewhat optional, or can be done later, but may inform your design. Figure out what the dungeon currently is, and if its a ruin, what it used to be. This may be informed by entries in the Monster Manual, but its ultimately up to you. For this example map, Iāve decided itās an old Dwarven temple space dedicated to Gond. It was abandoned for any number of reasons. I want it to be a low level dungeon, so Iāve decided itās now inhabited by Goblins and animated objects that the goblins fear. I also want it to have a secret treasure room that neither the goblins, nor any other previous inhabitants since the dwarves, have found.
This works for any game system, but Iām assuming weāre using 5th Edition DnD because thatās whatās hot at the moment, and thats the main game I GM these days. So go ahead and do the basic outline in pencil, in whatever way you want. For this, I used the DMGās random dungeon generation tables because I hadnāt before and I wanted to see how that would do. Itās less compact than, say, a castle or something would be, but it certainly makes sense given that every foot of stone wall is going to have religious carvings on them.
STEP 3: OUTLINE, BUT INK THIS TIME
You will want to ink your outline, and erase any errant pencil lines. If you have multiple pens, ink the lines with the thickest one. Spill a little water on it afterwards because youāre a dummy. Wait, no, thatās just me.
And now CRUCIALLY for one of the later steps that is really going to elevate this dungeon, Double up your dungeon lines in thickness (and go ahead and number your rooms while youāre at it)
This is the step thatās going to give your dungeon that important POP that, regardless of your skill level, is going to make your dungeon look and feel far more professional. There are different types of hatching, but I will be using the kind found here, from Dysonās DodecahedronĀ , but there are other ways people do this that look just as good. I just personally like the way Dysonization looks, but there are tons of good ways to do this, and you can definitely come up with your own style, or use them situationaly depending on what genre or location the map occupies.
Anyway, for the Hatching, I personally suggest using your second thickest pen. For me, thatās the .5mm, however Iām going to be using the .3mm because my Pilot Precise .5mm ran out of ink, and I happen to think it looks nicer. Do lots of test lines in the margins, or on scratch paper or whatever suits you. This process will take a while (I will time myself for you) so put on your favorite podcast or music.Ā
If you look closely, you can see the exact moment I realized I could be in my bed asleep. Lazy hatching aside, this took about 25 minutes.
STEP 5: FILLING YOUR DUNGEON
This is the step where you decide what monsters and loot go where! The room numbering is going to make that far easier. Unfortunately, you wonāt be able to see my notes because I usually name the rooms on the original document, like so:
This is also where I would make a document saying what monsters live where.
So Iām not actually going to detail this map, mostly because I am not at all confident enough to put that out there. And you donāt have to! This step is more for the artistic folks. Iām done, this is good, Iām happy. Now you know how to make maps! For advice detailing, I recommend moving beyond Dysonizing your dungeon, and move further into Vulpinizing Your Dungeon. These guides have tips on EVERYTHING including how to do isometric maps, hex maps, and so on and so forth. It is a VERY good guide, and I cannot recommend it enough. But you can do all sorts of things at this stage. You can color it, you can add very fine details, you can do SO MUCH. There are even ways to remove the grid, if youāre savvy with editing software (I am not).
Anyway, thatās the fast and easy way to make maps that look Pretty OK if you arenāt skilled at artistic endeavors. Enjoy!