Old School D&D Style

Though I have been working on a nice DD3 version of this temple, I decided to make a version of this level in the classic D&D style. Partially due to being swept up in a bit of nostalgia and also because I wanted to play around with a recently purchased Annual. There is not much to it really, but it was fun to try to emulate the old blue dungeon maps!

Comments

  • TopdeckerTopdecker Traveler
    Looks just like 1983 again :)
  • I used trhat same annual to convert a level of Dwarf Home to old blue maps. Interesting Annual issue.
  • edited July 2017
    I love this map.

    Simple. Authentic. Intriguing. Control panels; Aeonian chambers? What are these? Is there some technology in this temple, or are they artefacts of religious significance? Only exploration by a brave group of adventure-seeking heroes would reveal the answers - and who knows what might be uncovered!!

    Well done, robotrock. This is still one of my favourite annual issues. I waited so long for the conversion to be able to use this style again - and the amount of symbols you can create in the style just serve to make it so versatile. From a dungeon master's point-of-view, this style - and your map - encourage imagination and storytelling at its best.

    DMG
  • Great looking map! These blue maps were always a favorite of mine.
  • edited July 2017
    Posted By: Dungeon Master Gaz

    Control panels; Aeonian chambers? What are these? Is there some technology in this temple, or are they artefacts of religious significance?

    DMG
    The temple contains several pieces of ancient technology. (the temple itself is an ancient technological weapon) The Aeonian Chambers are basically like stasis pods, though I have described them vaguely, stating that this is one of the things they do. I am "keeping it my my back pocket" that I might also be able to kill off a character and use them to bring him/her back to life. This is what they look like "not old school".
  • Haha! I guessed as much! Great stuff... right up my street :)

    I see 5e D&D as 2e Redux. By 10th-level, in my current campaign, my players had discovered an extra-terrestrial race had infiltrated, and were controlling, their society. Now, at 15th-level, just as they think they've resolved the world's problems, they're about to face the Independence Day-like invasion of The Thydd!

    I love mixing sword & sorcery with technology, and in this case 5e has allowed me to pull out my old Spelljammer stuff and mix things up a bit :)

    DMG
  • Posted By: robotrock

    This is what they look like "not old school"
    D&D's roots are in science fantasy. They look perfectly "old school" to me. :)
  • Crestar has some background items... the planet is actually a pocket universe, and the two flat hemispheres are on top of scrith. :-)

    Farmer's Tiers of worlds, and a certan part of the Known universe.
  • edited August 2017
    I had so much fun with this style that I mapped the main (ground) level and have started on level two as well. I am going to have to make a bunch of symbols to do level two however, so it may take a bit.
  • The 'Key' is such an integral part of this map. It clarifies everything and makes for a simple and easy to use map. Well done!
  • I agree with Shessar, this is very good at conveying game time information with a quick glance.
  • DogtagDogtag Moderator, Betatester Traveler
    edited August 2017
    I can almost smell the paper of the module.  :-<
  • And another level...
    This one is a bit more dense, as it is the primary living area for the residents of the temple. I had to make most of the symbols and I fear that I may have made some of them too detailed for the style. I also took some liberties with the scale of objects. My reasoning is that I see this type of map as more reference / symbolic, as opposed to say, a battle map where one is going to move miniatures around on it.
  • The map is beautifully done, but I'm not sure of the scale used. You show the scale as a single grid square being 10 feet. The beds look to be around 1.5 squares, making them 15 feet long. The table is 2 squares, making it about 20 feet long. The chests in room 6 look to be around 8 feet wide each. It seems that the scale should be adjusted down, may to 1 square is 5 feet, or the size of objects decreased to account for the larger grid wize.
  • Posted By: mattekureThe map is beautifully done, but I'm not sure of the scale used. You show the scale as a single grid square being 10 feet. The beds look to be around 1.5 squares, making them 15 feet long. The table is 2 squares, making it about 20 feet long. The chests in room 6 look to be around 8 feet wide each. It seems that the scale should be adjusted down, may to 1 square is 5 feet, or the size of objects decreased to account for the larger grid wize.
    I agree. I need to deal with that. I placed everything so that it looked good to me visually, but yeah, that is ridiculous...
  • To be fair...

    robotrock already said he'd taken a liberty with the scale of the symbols. When I first saw the map, before I read the post, I wondered if this temple was inhabited by alien beings that were taller than humans. Given the advanced technology present in the temple, that's were my imagination took me, but his explanation is fine.

    If you take a look at the many AD&D modules that used this style of map you will find that the vast majority of them have very few symbols at all - if any, and the modules relied on written "read-aloud" text that described the contents of any particular room in the dungeon. From a DM's point-of-view, adding custom symbols at any scale only serve to reduce reading time and increase playing time. A picture's worth a thousand words. I could easily work with these maps and tell a great story.

    Aesthetically, I think reducing the symbol's scale runs the risk of creating too much uncomfortable space, and I imagine the chambers will appear overly cluttered if more symbols are added to fill the gaps. It may be worth experimenting, but like you said - this style is about reference rather than battlemap accuracy. There might not even be a battle in every room, so I wouldn't require that much detail.

    Level 2 is awesome, robotrock, and the custom symbols just bring it to life. A first-class job!

    DMG
  • DMG, I totally agree. The map looks great and even the scale would be perfectly appropriate in a lot of fantasy/sci-fi settings. Giants, ogres, large aliens, etc could all fit in perfectly at the scale. I guess I am just too used to thinking human scale.
  • If the scale thing is really bothering you, I'd just adopt Mattekure's solution, and change the Level 2 scale to read "= 5 FEET" instead of 10 feet, though it's a minor point really, and as noted by others already, is heavily dependent on the size of the inhabitants anyway.

    It's always "depressing" for me to see maps like this, given that I started running and playing D&D before such things had even been thought of; which makes me older than "old school", of course (groan...) ;)

    Grand work regardless, Robotrock. As a DM, I often wished the original maps had used more and different symbols, rather than having to forever keep going back to the text to remember what each item actually was. So maybe it's time to consider a ProFantasy Annual issue expanding the available symbol range for this style of map?
  • My apologies, Mattekure. I didn’t want to sound at all critical of your observations. Both you and Wyvern have valid points if robotrock is intending to create a human-sized dungeon.

    I was already on an adventure where I’d reached level two, and was standing before huge, 10-foot wide, 12-feet high doors looking at oversized furniture and wondering what beings could inhabit this place and build an enormous, columned temple and mysterious bacta-tanks and consoles, and I was just going with the creativity.

    Technically, the map is flawless, and I didn’t really want to debate creativity or imagination. Re-scaling to 5-foot squares is absolutely the easiest way to resolve any scale issues. I just thought the existing scales made it more interesting and different than another human dungeon. Think Steading of the Hill Giant Chief From Space” lol!

    I agree with Wyvern about the symbols too. I’ve seen other discussions where people have expressed a desire for an annual with new symbols. Robotrock has made some great custom symbols here (particularly love the armoury tables) and I think it would be a good idea to have an annual issue where there’s additional Old School style Symbols, maybe some Mike Schley style wall/tower/gatehouse/opposite angle structure symbols to make a Schley City Style (for maps like Tonnichiwa’s Village of Unayzah and others), and I know CharlesWayneRobinson wants some more Character Artist symbols. If an annual was released like that packaging a selection of new symbols to compliment older Annual styles – that would be awesome!

    DMG
  • No offense taken DMG. One thing I love about this forum is there are so many great mappers with different viewpoints. I am constantly learning from everyone here.
    Posted By: Dungeon Master GazMy apologies, Mattekure. I didn’t want to sound at all critical of your observations. Both you and Wyvern have valid points if robotrock is intending to create a human-sized dungeon.

  • DogtagDogtag Moderator, Betatester Traveler
    edited August 2017
    I just want the module cover that has these printed on the inside!  :D
  • Alas, the occupants are more or less human-sized. After considering a few of the suggestions above, I am re-scaling the rooms along with the symbols, to maintain a similar space ratio. I agree with mattekure - every time I post a map, I get feedback that improves my padawan mapping efforts and this is a very constructive-spirited forum for sure.
  • Ah! New scale; new map; new adventure!

    Looking forward to seeing the re-scaled version. It's gonna be gorgeous in this style I'm sure :)

    DMG
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