Archive for the ‘Mapping & Maps & Minis’ Category

Hexographer – RPG Mapping Dream

Hexographer RPG Mapping Software Summary: Hexographer rocks and solves wilderness mapping fast for RPGs. Even left-brain squareheads like me can churn out beautiful and functional maps quick with Hexographer. I have known about this software for awhile but only recently contacted the owner for a review copy. Erin Smale, publisher of Chimera, put me onto [...]

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D&D Minis Giveaway Contest

Win sets of new Dungeons & Dragons minis over at RoleplayingTips.com. 12 sets total are up for grabs! Just send in your minis and battlemats tips and advice by email or by leaving a comment in the contest blog post. Multiple entries are allowed, so enter often for a better chance to win. Enter now. [...]

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iPad RPG App Review – iAnnotate PDF

iAnnotate is fast becoming my most-used in-game iPad RPG app. It not only reads PDFs, but it lets you edit them too. And this is where it becomes a killer GMing app for me, which I will soon explain. Thanks to Tom Ganz for pointing this app out in his comment on good gaming apps [...]

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iPad App Review: RPG Cartographer

I took the picture to the right last night just before we ate them. They came from the first garden I’ve had in about a decade, and the first garden veggies we’ve grown since moving to Edmonton. A minor theme in my Riddleport campaign is handling most of the creation ourselves, as a group. The [...]

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Lessons From The West Wing II: The Psychology Of Maps

This entry is part 7 in the series Lessons From The West Wing

It’s time for another of my occasional Lessons From The West Wing. This draws heavily on concepts put forward in a single episode, Episode 16 of Season 2, “Somebody’s Going To Emergency, Somebody’s Going To Jail”. Some people have decried the episode as one of the weakest in the West Wing’s repetoir, others found it [...]

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Maps Have Three Parts – Part 3: Negative Spaces

This entry is part 3 in the series Maps Have Three Parts

When mapping, I tend to focus on the corridors, rooms, streets, caverns, and buildings. However, every map has more than just these areas; each has three zones in your design control. Next map you build, think of these zones and how you can change things up to be fun and interesting for your gaming. This [...]

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Maps Have Three Parts – Part 2: Adventuring Spaces

This entry is part 2 in the series Maps Have Three Parts

When mapping, I tend to focus on the corridors, rooms, streets, caverns and buildings. However, every map has more than just these areas; each has three zones in your design control. Next map you build, think of these zones and how you can change things up to be fun and interesting for your gaming. This [...]

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Pillars Of Architecture: Some Thoughts On The Construction Of Cities

I recently had the need to design a Drow Outpost for my Shards Of Divinity campaign, and in the process, I made a few mental notes concerning how I go about designing cities, and population centres in general, that I thought I would share with our readers. Design First, Draw Later I don’t put pencil [...]

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Types Of Combat Hazards – Terrain

This entry is part 2 in the series Hazards of Combat

There are many kinds of combat hazards, such as giant bubbles that trap combatants who bump into them, or a narrow band of strong wind that pushes combatants around. GMs often do not have enough variety in their hazard selections. Use these categories to inspire and keep combats fresh. Terrain hazards A classic combat hazard [...]

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Alea Tools Magnetic Markers Mark The Spot

Summary Alea Tools sent me a sample pack of their magnetic markers for review. I have played with them for several sessions now and I give them a thumbs up. Details – Alea Markers in Use Alea markers have a great feel to them. Smooth surfaces all around and a nice weight. The plastic seems [...]

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