Posts Tagged ‘city’

Exquisite Corpse 3 – CITY Revealed

July 15, 2016

The latest Exquisite Corpse mapping project is complete.  Exquisite Corpse 3 is a collaborative fantasy city map with works by a dozen map-making artists included.

ECD3city-vignette

The JPG doesn’t do it justice; you really need to get the PDF (link at the bottom) and zoom in enough to see the detail and scroll through to get a sense of what this is.

Contributors to this Exquisite Corpse include:  Christopher Weeks, Rodger Thorm, Ivan Katyurgin, Paul Baldowski, Kevin Campbell, Andrey Makarov, Nate Marcel, Ed Allen, Christian Kessler, Jim Magnusson, Scott Aleric, and Gennifer Bone.  My gratitude for their combined contributions, which made this project possible.

The process was more involved than the previous Exquisite Corpse dungeons.  Here, contributors saw the adjacent sections, but only drew part of the section they were assigned; the next contributor filled things in in order to try to keep from having such sharply delineated edges between sections.  Sometimes it worked better than others.

LINK:  ExquisiteCorpse3-CITY-final-ArchC701 (PDF)  This is sized for a C-size (18″ x 24″) architectural sheet (and is 70% of the actual size in order to fit on the page).  This will also fit onto an 8-1/2″ x 11″ sheet fairly well, but you may not get all the detail.

EDIT: Updated version released with corrected section of map and revised and enlarged text to make authors names easier to read.

 

Exquisite Corpse City – Ideas

November 10, 2015

Okay… Despite my better judgement, I’m going to open up an Exquisite Corpse City to run until the end of the year. I wanted to give it a rest until after the new year, but there’s enough interest, and I think, with a few rules in place, it can run without needing too much attention on my part.

I have some guidelines I’ve been thinking about for this since the weekend. So I’ll open this up for discussion, and we’ll try to get everything straightened out in order to start on Friday the 13th (beacause, yeah!)

Proposed Rules


Capturecity Map scale is roughly 10 yards/10 meters/30 feet/5 fathoms/one-half chain per square.

All maps to be *exactly* 1500 x 1500 px (20 x 20 squares) Getting everyone to provide properly and equally sized sections will make management of this a lot easier.

Once a spot is claimed, you have 1 week to complete your section and turn it in, or the spot is forfeit.

Participants can claim multiple spaces, but only 1 at a time, and only 1 per quadrant of the map. A section is open for claim once all the lower numbered adjacent spaces are completed.

Rivers must be continued through any spaces they connect to. If there’s a river coming into your space, you have to extend it to another adjacent space. Likewise with (major) roads. Small ponds are okay, but this won’t be a coastal city, so no ocean/seaside/waterfront.

This will start from the center, then there will be 4 extensions from the 4 sides of that, and then extend on and out.

You will only fill about 3/4ths of the section you draw. The person who draws the next section further out will fill in the rest as part of completing their section. If you are the first to claim a spot adjacent to an unfinished section, you will get that section (not just a strip) that is mostly completed, and will fill that in, along with drawing the section you’ve selected, but leaving about the outermost 1/4 which the next person will fill in, if the city expands that far, or which will be the outskirts if it doesn’t go any farther.

When you turn in your section, you must also provide a name for it.

In the above example, the Black End was the earlier section, and the Red Quarter was done afterwards. Only the participant drawing the outer section can draw a building across section lines (like the Red Castle in the example).

Claims for particular sections can be placed in advance, if there’s a particular location you want, or you can put your name in the pool. I may go random for order of the first ones, but I’ll have a list so you’ll know when it’s getting close to your turn. If you’re going to be unavailable for a while, you can go on hold.

To participate, you have to have a G+ account and check it regularly; all the communication during the map-building will be through there (and afterwards, an email address for contact and followup).

This will be cross-posted to the G+ Exquisite Corpse Dungeon Community, and useful comments posted here will be copied over there (because that’s probably where most of the discussion will be).

City Geomorphs

November 6, 2015

Capture

There are times when an idea suddenly seems to be in the air everywhere.  This time it’s cities.

CornerTower_RThorm_Antherwyck_com_CCBYNC4Firstly, some discussion has been kicked off, already, about an Exquisite Corpse City map as the next Exquisite Corpse mapping project.  I’m not sure if that will be to everyone’s tastes, but there are already a few people who are interested.

A couple different ways of configuring it have been suggested.  I’m partial to an idea that I originally floated on G+:  “I think it’s pretty obvious it would start at the center and then extend out in all directions.  It might be interesting to have each person do only the inside half of their section, and have just a few outlier buildings in the outer half, and then, if there’s an extension from there, the person doing the next section adds some buildings to that outside half of the previous section, as well as doing their own section that same way.  Could make for a really interesting map that was more interwoven and less hard edged.”

As I was telling Thor in a recent chat, my view of Exquisite Corpse is that it’s not meant to make sense as a whole.  Having distinct districts is both more compelling for a fantasy setting (at least for me, in this case) and lets each artist’s work stand on its own terms.  I like the idea of having some interweaving in this, with the outskirts section of the earlier person’s work being subsumed and incorporated into the next person’s piece.  I think that could be very cool.

I also think I’d let everyone see the core section, to have some common references (there’s a lot more that’s up in the air with something like this as opposed to all the understood conventions of dungeon mapping).

CityWall_RThorm_Antherwyck_com_CCBYNC4And then, there’s nice article about “Give Your Village Meaning and Purpose” from Raging Owlbear that has useful suggestions about making a reasonable village that goes beyond being a faceless, forgettable place.  I notice when things in game don’t make sense, and, as a GM, I want to make things that have reasonable underpinnings.  Does a village of 500 with a fully stocked armorer’s shop and 4 different taverns make any sense?  Not really, unless it’s a company town serving high levels of mercenary traffic.  A one industry town, like the example in the article, makes a good deal of sense.  And then, along with that, the layout of the town, from a functional perspective, starts to suggest some things.  Of course, when you’re working with geomorphs, you don’t get that, which leads to these maps…

CityGate_RThorm_Antherwyck_com_CCBYNC4Although there’s not a lot behind these, I made a couple of choices about inside/outside with the layout of the streets and paths and the orientation of the buildings (orthogonal or not) depending on which side of the wall they are on.  There’s not deep meaning to it, but it sets up a sense of a distinction between the two sides of the wall, and someone might pick up on that and make use of that as they fleshed this out for themselves.

These were drawn for the latest Inkwell Ideas geomorphs contest.  The three maps (at top, and individually included) include a centered city wall (falling between the 5 and 6 positions* on the sides where it occurs) in addition to the requisite pathways (at the 3 and 8 positions) into and out of each tile.  A series of these could conceivably be used to make up a city map (even better if there were a few more like it, for added variety, as well as some other non-wall tiles for in-fill).  These don’t really meet the 10′ grid requirement (or else those are teeny-tiny buildings).  I’ve been wanting to do some town/city things for a while, so this was a good excuse to give it a shot.

After making these maps specifically because of the Inkwell Ideas contest, I think I missed the deadline for sending them in.  Oh, well…  Nonetheless, I’m sharing them here as I typically do.  These geomorphs are Creative Commons licensed CC-BY-NC-4, so they can be used non-commercially.  I’d love to hear about it if you use these (or any of my maps).  And, as usual, contact me if you are interested in a commercial use.

 * these are done using a standardized method for making inter-operable geomorphs using a 10 x 10 grid and a regularized pattern for where the connections to adjacent tiles need to be.  Visit Dave’s Mapper for more about the geomorph standard and lots more geomorph maps.


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