The Blog by the developer of dxContent.com a place with tools for the over-worked game master. Includes, random generators, generator tools and mapping tools.
Friday, April 27, 2012
Introducing: Judge Denny
I'd like you to meet Denny Edwards, another long-time gaming friend, DM and player. Denny has a fantastic grasp on plot twists, mystery and suspense. He creates villains you really hate (I'll get you General Gnaw!), and NPCs you really love (Rest in peace "Decoder"). Below are Denny's responses to my "get to know the judge" questions.
dxContent: As a game master and/or player, what level of importance do you place on maps and why?
Denny: If a picture is worth a thousand words, a map is worth a thousand encounters. In the RPG games I’ve played in or ran over the years, maps have always been a staple. Clearly not all gaming situations call for a map, but more times than not a visual representation of where things are in relation to each other helps provide a better (and hopefully a shared) understanding of what’s going on. Personally I have a preference that significant combat encounters take place on a gridded map with miniatures or other counters. I’ve found that a lot of time is saved if you don’t have to ask or explain where something is at and a map solves the problem handily. If nothing else, even a small map and a pencil make for a much better game. Finally, it has been my experience that maps encourage exploration and curiosity; players always want to know what’s beyond the edges of the map or what the strange rune etched into the floor is for.
dxContent: How many years have you played RPG games?
Denny: 28 years
dxContent: How many years have you played 3.5 / Pathfinder?
Denny: 9 years
dxContent: Minis are a "must" for your style of RPG play - Yes or No?
Denny: Yes; minis or counters
dxContent: Your game master notes (or player notes if you don't gm) are best described as...?
Denny: Organized and cross-referenced
dxContent: Do you prefer ready-made modules or home-spun material or a mix?
Denny: Mix
dxContent: As a gm (or player if you don’t GM) do you prefer published campaign settings or home-grown settings?
Denny: Mix
dxContent: Favorite role to play in a RPG (stealth, magic, melee-master, etc)?
Denny: Magic/stealth
dxContent: Would you rather play, game master or do both?
Denny: Both
Friday, April 20, 2012
dxContent Map Runner Mini Module Design Contest
Lots of ideas come to mind creature lairs, tombs, castle dungeons, city sewers and more. So unleash your creativity and show me what you can do with Map Runner (and ultimately help make it better).
#1 - Create a dxContent.com user account.
#2 - Create a single map 14w x 12h (or smaller) map using dxContent’s Map Runner tools.
#3 - Detail your creation using the Pathfinder rules system in 3000 words or less.
- Up to half of your word budget can be allocated to background, plot, environment notes, the other half must be allocated to detailing specific areas on the map.
- Author your submission text in google docs
- save on text budget by linking to creatures / spell descriptions, etc on www.d20pfsrd.com
- Include a screenshot of your map in the Google doc. No maps created outside of Map Runner are allowed, and the map should not be altered outside of Map Runner in any way.
- Your submission text must be “PG-13”.
- Your submission must not use copyrighted intellectual property.
- You waive all copyrights to your submission and place it public domain.
- Post a response to this blog post notifying me of your submission. Be sure to state your dxContent account name.
- Share the google doc containing your submission with wheelmanforhire@yahoo.com.
Judging will begin May 21st. All submissions will be ranked on a 1 to 10 scale by a panel of contest judges in the following categories:
- Creative use of Map Runner
- Overall Originality
- Overall theme
- Conformance to Pathfinder Rules system
- Technical Writing / Organizational skills / formatting / layout
- Effective use of word budget / PG-13 content
Friday, April 6, 2012
Map Runner 99% ready!
Its been a busy first quarter of updates to Map Runner!
First lets talk about the tiles. Map Runner makes maps based on combining tiles (also known as "geo-morphs"). At the time of this blog the tile count is 4,064! I don't know if that is a lot compared to other map generators, but can I just claim that that is the largest geo-morph library in the universe?
Anyway, biggest or not, here is what I've done:
- I've completed the entire list of tiles I had planned and all the possible legal combinations.
- I've added some additional tile variations (and will continue to add more over time)
- I've improved the stair images and added variations for those as well.
Now on to the tool changes. I've made a number of tweaks to the map making tools making them smarter so that they produce fewer illegal tile combinations. For example placing a vertical hallway puts in the end caps, placing stairs starts a hallway, etc, etc, etc.
But the big news is that I've added the basic text tools so that you can not label your maps with key numbers / letters or labels (" 'ere be trezure!").
There is more planned, but I'm not ready to "let the dragon out of the cave" on those features yet, but at this point I've armed all you overworked DM's with the basic tools you need to create attractive dungeon and sewer maps for your campaigns, that you can save in the cloud and work on from anywhere you have web access.
Have fun building the Dungeons of [RandomRuinedCastleName]!
Saturday, February 18, 2012
Map Runner Save/Open features now enabled!
Next on the agenda is to get the text tools implement as well as finish the library of tilesets so you don't get those ugly green broken image links when your work requres a tileset that isn't created yet.
Enjoy making (and saving) your [RandomBossMOnster]'s Lair
Saturday, January 7, 2012
Sneak peak at dxContent's Map Runner
Monday, October 31, 2011
Miscellaneous Improvements
First, I've added an option so that text fields, picklists and radio buttons on the MakeForm~ function can remember the users previous settings. This means that when turned on (field-by-field capability) users don't have to keep re-selecting previous settings. I experienced this annoyance while testing the city block generator and most recently the latest dungeon map generator. The end result is that its now much quicker to generate variations from an "options" type screen. I haven't enabled this feature for the City block generator yet because of some issues it will cause, but it is working for the Beta Dungeon Map Generator.
Second, I fixed an issue on the generator pages. I've noticed that sometimes the generator isn't ready to go until after the google ads have finished their animations and such. If you clicked the generate button before the page was ready, you'd get an error message. There is now a simple "Loading... (please standby)" message that turns into the generator name once everything is ready to go.
Third, I continue to improve the random map generation functions. I've added a second "base shape" to the dungeon map (not to be confused with a tileset shape). A base shape is like a template floor plan, a starting configuration for the dungeon. The first shape was a random rectangular hallway, the second creates two long intersecting corridors.
Fourth, another improvement to the random map generation functions. Some of the early maps were filled with tiles pretty much for the entire map dimension. While this created some neat dungeons, I knew this had to be more flexible. So there are some new features showcased in the latest beta generator that allows you to set a simplicity level on a scale from 1 to 10. One extreme gives you a map filled with tiles and the other remains fairly true to the base floor plan. Here are some examples with increasing simplicity levels (1, 5, and 10)...
Have a [RandomPositiveAdjective] Day!
Monday, October 24, 2011
Random Dungeons!
I had my first taste of Basic D&D as a player with the The Keep on the Borderlands, and I was ready to DM. First thing I needed was a dungeon. My first endeavor was the worst 10 levels of random denizens ever produced.
I soon discovered that endless dungeon crawls do not make for good campaigns, but as a DM you'll ALWAYS have the need for dungeon-like settings, sewers and other hidden lairs. Creating maps can be time consuming and dxContent is all about saving DMs time.
So, I'm excited to announce some new features to dxContent. I've added a host of functions for creating dungeons! (specifically man-made subteranean areas at this point). Check out the beta-random generator for trying out some of the future tools. These tools are still under development, but they are at a point now where useful output can be generated.
The core of these map generating tools are Tilesets. Tilesets are like puzzle pieces that when used in combination make a larger map. The first tileset has over 300 tiles and features doors, halls, ledges pits and open areas.
Here is a quick and dirty dungeon generated from choosing just a few options like height, width, number of stairways, etc.
The generator has a few flaws right now like creating some doorless rooms on the periphery of the map, and roomless areas with doorways, but every good concept has to start somewhere. I'll continue to refine, add tilesets, functions and features as the year wraps up. Let me know what you think.








