Yesterday, I mentioned that I would not be using geomorphs for creating my version of the Chateau des Faussesflammes. This is a decision I am not at all fond of, not only because of the ease with which one can make dungeons with geomorphs, but also because of the nature of The Dungeon as suggested in Holmes. If The Dungeon is a constantly shifting semi-intelligent NPC in the campaign, geomorphs are the easiest way I know of to represent it. If I proceeded with normal dungeon maps, shifting and changing bits and pieces would mean having to re-do these maps every time I want to make a change. Ultimately, this choice would discourage making changes and The Dungeon would have less impact on the game.
Geomorphs, on the other hand, would allow 100 x 100 sections to be easily removed, added or changed. It would even be easy to randomize the changes. For example, there could be a standard 1 in 6 chance for every geomorph explored by the characters to change in-between dungeon-delves.
Therefore, I bit the bullet and started making up some of my own geomorphs using the 100 x 100 template; however, note that there are "open" sections on the edges. When connected, these "open" edges allow for some truly colossal room sizes. Enjoy:
22 hours ago
4 comments:
Nice!
I like these ; very pretty to look at and expanding the vocabulary of the 10 x 10 geomorph at the same time.
Really good idea - I agree with the previous post that larger areas mix up the combats - different range bands require alternate tactics. makes sense to trailblaze a new style geomorph.
Thanks for the kind words, guys! Hopefully, I'll be posting more soon.
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