Showing posts with label layout. Show all posts
Showing posts with label layout. Show all posts

Thursday, July 5, 2012

Layout Experiment Continued

I have to admit that it has been really hard for be to get back into the habit of blogging. I've been spending time with the kids this summer, watching movies, playing, etc. and my actual time spent gaming has been drastically reduced. As such, I haven't had a whole lot to write about and what little time I've gamed has been spent wrestling with actually writing up my version of the Slave Pits.

Last month, I posted a rough draft of a layout that might be used to write up a module. As usually happens in this corner of the internet, some awesome piggybacking occurred, and my original idea was improved upon.

Incorporating these tweaks, I have endeavored to put together an entire spread of how I envision a module might be done using this method. The white column is obvious stuff. The light grey column is detailed stuff. The darker grey column is Referee/DM crunch.


The right hand page is entirely dedicated to the section of the map covered by the descriptions on the left hand page. All exits off the map will have a code and a page number to help direct the end user to find the appropriate page when the players move off the map. I would also include a version of the map with all the pieces and parts stitched together.

I don't know how efficient this will end up being, but it does represent what I have in mind for moving forward on this project.

Thoughts? Suggestions? Criticisms?

Thursday, June 7, 2012

A Layout Experiment

Last week, I posted an attempt at a dungeon module layout, organizing ideas by bolding and italicizing various sections of each room description. This generated two outstanding replies.

One of the many hats that I have worn over the course of my life is that of a typesetter. In other words, I spent several years turning someone else's text and a publisher's specifications into a working template that I and other typesetters could then use to produce the electronic side of a textbook.

As a result, when confronted with the excellent ideas of -C and Jim, my inner typesetter instantly started trying to figure out a template that I could use to produce modules. I love the way -C's approach flows. I love the visual organization of Jim's approach. However, neither entirely scratches my visual itch.

Thus, instead of blogging this week, I have been busy fiddling with a template. I have attempted to organize it using both -C's and Jim's techniques.

The left column of each entry indicates stuff that can be given to players with the most immediate/important details at the top and the less immediate/important details at the bottom.

The right column of each entry indicates crunch for the Referee about what is immediately to the left and/or information that can be given to players if they do more of an investigation of the information immediately to the left (or above).

This is still a rough draft, so there are things that could probably be tweaked. BTW, I did add a trapped chest to Room 4 in order to see how the template could deal with that level of complication:

One thing that I envision with this is a map of just these rooms on the same spread. Therefore, everything you need for these rooms is right in front of you. The map would indicate which page you needed to go to if the players move off that section of the map. For those who wanted it, there would also be a version of the entire map with each spread stitched together.