Ayer mismo Telecanter publicaba en su blog lo que él llama "Visual Dungeon Challenge", nada más y nada menos que hacer una mazmorra sin una sola palabra, solo con imágenes. Y claro, después de balbucir un largo párrafo sobre el asunto en sus comentarios, no me quedaba más remedio que hacer la mía. No sé si el título cuenta, pero se llama El harén del efrit.
Knowing that at least one English speaking person is (hopefuly) going to read this, I reproduce the above paragraph in that language. Convenient, isn't it?
Yesterday Telecanter posted on his blog a thing he called "Visual Dungeon Challenge", which consist in making a dungeon without a single word, only images, none the less. And of course, after having posted a long paragraph of my babbling about the issue in his blog's comments, I have no other option than making one myself. I don't know if the title counts, but it's called The Efreet's Harem.
PD: sorry if my grammar and spelling stink.
PD: sorry if my grammar and spelling stink.
¡Click me! ¡I am huge! |
EDITO 2: Click aquí si la quieres aun más grande / Click here if you want it even bigger.
Very nice! Consider this stolen!
ResponderEliminarI also consider myself praised.
Eliminar¡Muy interesante! Veo odaliscas, eunucos, esqueletos vivientes, tesoros, objetos encantados... ¡hay de todo!
ResponderEliminar¡Muchas felicidades por tu entrada número 200! He subido una nueva ilustración al blog para celebrarlo. :D
Me considero aún más alabado todavía.
EliminarLa idea es muy, muy buena!!! y permiten que todos puedan entender más o menos los mapas aunque no tengan un idioma en común! :D
ResponderEliminarPor otro lado, evita las descripciones verbosas y deja mucho a la interpretación de cada director. Todo ventajas.
EliminarAwesome, you've done some interesting things that I hadn't thought of. And that's exactly what I was hoping to see from this challenge.
ResponderEliminarFirst, you manage to include monster strategy (the attack men but not eunuchs symbols) on the map. Also how you were able to incorporate some simple event resolution mechanics (the dice by the skull), though I'm not quite sure what the two dice mean. Is it roll 5 or better on 2d6 or you are poisoned? Either way, you show how dice rolls needed could be indicated on the map.
Your use of keys is an example of something this visual approach beats textual description by a mile. I knew at a glance where the keys needed for particular doors were located. I also like the way you show items of particular interest as inventory on the succubus/demon thing.
Was there anything you wanted to communicate but found you couldn't visually? Thanks for sharing and happy 200th post!
«Awesome, you've done some interesting things that I hadn't thought of. And that's exactly what I was hoping to see from this challenge.»
EliminarThanks again. :D
«First, you manage to include monster strategy (the attack men but not eunuchs symbols) on the map.»
Yeah, and they don't attack women either. My first thought was to indicate that they would attack anything whit a penis, but representing that iconically was not elegant enough...
«Also how you were able to incorporate some simple event resolution mechanics (the dice by the skull), though I'm not quite sure what the two dice mean. Is it roll 5 or better on 2d6 or you are poisoned? Either way, you show how dice rolls needed could be indicated on the map.»
Uh, actualy I tried to indicate that the skulls without bones are enemies and the dice beside them was the number rolled. So "two dices" + "tiny skull" means "2d6 skeletons". Maybe a simpler approach was in order there...
«Your use of keys is an example of something this visual approach beats textual description by a mile. I knew at a glance where the keys needed for particular doors were located. I also like the way you show items of particular interest as inventory on the succubus/demon thing.»
Yeah, I was (even more) influenced by Zak in that respect. I think he does very similar things (if not the same) with his maps.
«Was there anything you wanted to communicate but found you couldn't visually?»
Many things, but tI ried anyway and I don't how they came out. Let me make a list:
I tried to indicate that the girl at the bottom had royal blood (hence the crown) and that the PC could get a reward if they helped her to scape.
Also tried to indicate that the top left concubine know how to use and owns poison and commited the murder of the top concubine.
With the things in the center of the women rooms I tried to indicate what kind of treasure there is around. I guess that worked out better.
And the last thing was the efreet's routine. Given that in my idea he doesn't lives there, I tried to indicate that there is a n/6 probability that he will be presente or arrives based on how many days have passed since the PCs entered the place. I'm sure that if you ask, every person that sees it will give you a different answer.
But you know what they say: aim for the Moon, even if you miss, you'll land among the stars.
«Thanks for sharing and happy 200th post!»
No, thanks to you for the idea. Or rather ideas.