Tuesday, January 8, 2013

More dungeon tile news

More news relating to dungeon tiles.  Over the new year holiday, I rolled out the dxContent Custom Tile feature - a tool that allows you to get custom shaped tiles for places of major action in your campaign - Boss rooms, places where PCs go regularly, etc.

Today I want to highlight the dxContent store - here is where you can get your "standard" shape dungeon tiles:
  • 1"x1" - great for adding little alcoves to rooms
  • 1"x2", 1"x3", 1"x4" - perfect for narrow 5 foot scale hallways
  • 2"x2", 2"x4", 2"x6", T's, 4-way, corners - classic shapes for standard 10 foot wide hallways
  • 4"x4", 4"x6", 6"x6" and 6"x8" - perfect for larger rooms.
All the tiles are available with an assortment of textures which we will be adding to as we go.  Here's a pic of the latest list:

Latest Graphic Options

One of my favorites is "Icy" - makes me want to run a campaign in the frozen reaches of an icy realm with Frost Giants, winter wolves and other unknown frozen horrors!

The stock tiles are offered at low introductory price to help get the product and awareness out there - I'm also giving away a free custom tile with the first 5 orders of stock tiles over $20!  Just enter promo-code "BLOG BONUS" in the special order instructions and I'll hook you up!

Brian
dxContent.com

Thursday, December 27, 2012

Custom Dungeon Tile Service

What is a custom dungeon tile service, and why are you going to love it?

If you don't know, "Dungeon Tiles" are handy pre-printed cardboard pieces you can lay down on your game table. They can be mixed and matched to map out the environment for your players, facilitate combat with miniatures and aid "immersion" into the game.

The off-the-shelf tiles are popular tools for quickly mapping out dungeons. They are mass-produced which makes them inexpensive (a good thing) but the trade off is flexibility and customization. Since off-the-shelf dungeon tiles mostly come in standard shapes and sizes it takes extra time to construct odd shaped or special rooms and you may have less than satisfactory results (overlapping tiles, lack of exact diagonal or round sections, etc).

This is where the dxContent custom dungeon tile service comes into play. I'll make your custom / odd shaped special dungeon tile pieces exactly to specifications to supplement your mass-produced collection.

  • It's great for "Boss" rooms... now you can lay down your standard mass produced 10' x 40' hallways and easily connect them with your custom Goblin throne room (with 20' wide doorway, earthy rear section, twin flanking alcoves with 10' x 10' slave pen in the middle).
  • It's great for those player "hangouts" that characters regularly find themselves in... like the local tavern, the leader's Inn room, or the Baron's library.
  • Maybe you make your own tile set graphics (or purchased some) but lack the time or precision tools to turn them into durable tiles - I can do that for you.
  • It's also great for the discriminating DM that absolutely MUST have a complete tile set of <insert a rare environment that is too uncommon to mass produce>.
Lets talk about the tiles.

  • Your custom tiles are precision cut by a machine to exact dimensions. You can use the quote request visualization tools to rough out the shape, and I'll make the refinements you request. Most mass produced tiles have straight edges, but you can have non-linear to represent cave walls if you like.
  • I make the tiles 1/8" thick providing a nice weighty feel (I can make them thinner if you need to match an existing tile set).
  • I make custom graphics at 300dpi, and you can choose from the growing library of textures or I'll create them special for your tile set needs. I work as a 3D modler and texture artist for a video game company so I have real world experience creating and generating themed textures.
Well, I hope that helps you see the value in a custom dungeon tile service.

Brian

 

Saturday, July 21, 2012

New Generator Testing Features!

If you develop random generators at dxContent.com, you'll be happy to learn about the latest enhancement to the generator builder tools.

I've added in a "Rolls" field that captures all of the random values generated as a running generator works its way through its scripts, so that a second run can retrace the same logic steps.

FYI - The two functions {Dice~} and {ChooseRandom~} are the two most powerful features that introduce randomness into your generators. 

Once the "Rolls" are captured, you can make use of the new "Use Previous Rolls" check box.  Assuming you've not changed your script, the next run will yield the exact same result as before.  This is handy when you want to force your generator down a certain path for testing or problem solving.

For the power-user, the "Rolls" field is editable.  This gives you even more power to test your generators.  Of course it also gives you the ability to cause the generator to act unpredictably if used incorrectly.  Fore example, whenever you alter a roll by hand, you are potentially altering the path your generator takes though the scripts (or introducing a value that isn't handled).  That new path may need more rolls, fewer rolls or even different ranges of values that what the previous run needed. So whenever you edit its good practice to clear the saved rolls following your edit. Its helpful to know that new random values are generated whenever the previous list of rolls runs out.

Friday, June 8, 2012

So... who won?!?

Does anybody wonder..."who won the dxContent mini/module map contest"?

Well, lets say everybody won.  I mean after all, Map Runner got used, some bugs were found and squished and a few tweaks were made and so now the tool is better off.. and a better tool means less stress on the DM... and... less stress on the DM means... um... more effective games by the DM.  Yes, so players and DMs alike are all winners!

OK, ok enough spin. 

The reality is nobody entered the contest.  While it was just 3000 words and a simple map the prizes were...  what's the word I'm looking for... cheap?  I knew going in the contest might not garner much interest... but my big goal was to get Map Runner exposed, get some people using it and get some more people to create dxContent accounts. And on a small scale that's what happened. We are up to 75ish registered users (we started at around 60 before the contest).

So what's next?  Well, I'm off for a week of camping in the woods.  I should have a lot of time to think about what is next, and what can be improved.

Have a [PositiveDescriptor] week.

Friday, May 11, 2012

Introducing: Judge Shawn


It's Friday and you know what that means... time to introduce another judge for the dxContent mini map/module contest.  Its not to late to enter the contest - there are 10 days left!  Check out the rules and make your maps.  The contest ends midnight May 20th, 2012!

Today we meet Shawn.  He looks like a Jedi to me which is ironic because he is currently running a popular Star Wars campaign.  I'm always impressed with Shawn's "immersion" in role playing his characters - I can only assume that translates to his DMing style.  His player notes are often more detailed than the GM's! - One of these days I'll do a series of blogs comparing and contrasting DM notes... I hear from the Bothans that Shawn's notes are pretty detailed...


dxContent: As a game master and/or player, what level of importance do you place on maps and why?

Shawn: Maps are pretty important to me as a GM.  I don't often use modules, but when I do it's important for the maps to be grid-based.  I use minis, so transferring encounters from modules to the table is made much easier by a high quality map.  The worst maps I've seen were in Necromancer Games' Rappan Athuk modules.  Those modules were so epic, but the maps absolutely sucked.  When I write my own adventures, I spend time on the maps to make setting up encounters easier.

As a player, it makes a huge difference to my enjoyment of a session to have a battle mat.  I don't often see a GM's maps when playing, so the battle mats are the main thing.

dxContent: How many years have you played RPG games?


Shawn: 32

dxContent: How many years have you played 3.5 / Pathfinder?

Shawn: Since it came out.

dxContent: Minis are a "must" for your style of RPG play - Yes or No?

Shawn: Yes!

dxContent: Your game master notes (or player notes if you don't gm) are best described as...?

Shawn: My GM notes are very extensive and detailed.  I also take pretty thorough player notes.

dxContent: Do you prefer ready-made modules or home-spun material or a mix?

Shawn: Home-spun.

dxContent: As a gm (or player if you don’t GM) do you prefer published campaign settings or home-grown settings?

Shawn: Home grown.

dxContent: Favorite role to play in a RPG (stealth, magic, melee-master, etc)?

Shawn: Magic. 

dxContent: Would you rather play, game master or do both?

Shawn: Both! 

Thursday, May 3, 2012

Introducing: Judge John


Hey folks, just a reminder: you've got until May 20th to get your submissions in for the dxContent mini/module mini/map contest.

Speaking of which, its time to introduce our next judge John Reyst.

John is the man behind the two-time Ennie winning www.d20pfsrd.com. He also developed d20modernpf.com and d20herosrd.com (did I miss any?!). John and I played in each others campaigns for many years.  I know John appreciates a good map when he sees one, so he was a shoe-in for the judging.  Of all the GM's I know John has great stamina when it comes to keeping a campaign going year after year.

I think John "burnt out" once as a DM, but we fed him a sandwich and he was good for another six years.

Its under these kind of DM's that you really get to develop a character (Brother Roth began as humble acolyte and rose all the way to Arch-something or other, and I"ll never forget the Romey Wanderbuck who began life as a young halfling scoundrel and ended up an aged local legend and business tycoon.

Below are John'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?

John: As a GM, maps are absolutely required, at least in terms of high-level maps of encounter areas or the world setting as a whole. For specific, actual combat encounters, I almost always design them on graph paper and assume they’ll be necessary. The players I most often play with enjoy the tactical side of roleplaying games as much as the actual role playing aspects so when things get tense excitement visibly builds when we shift to the battlemat and start placing our mini’s where they’re supposed to be.

As a player, I’m like most of the rest of the players I play with regularly I think, in that I do enjoy the tactical and strategic “chess-like” aspects of seeing and moving mini’s around on a battlemat in an encounter. Using a battlement in any sort of combat encounter that is remotely involved, or in which the outcome may have a serious long term effect (such as possible character death or “losing” (not successfully accomplishing) some major goal, almost demands the use of battlemats. I don’t want to have arguments with other players or the GM as to where my PC is, or how far it is to the bad guy etc. Using a battlemat removes all of that. If, however, the encounter is less important, or unlikely to have any real long-term ramifications, the use of minis and the battlemat can be skipped. The GM can simply describe what happens in a narrative fashion, or it can be played out casually, still using most of the combat rules, but simply describing where things are and the effects of actions, instead of worrying about exact and precise placement of figures. As a player, in terms of maps in regards to maps of the setting or the world, I find them immensely helpful in immersing myself in the setting. Even if my PC wouldn’t know what countries lie on the farthest corners of the world, I as a player enjoy knowing that there really are things out there for me to explore, and things that the GM has invested at least some effort into.

dxContent: How many years have you played RPG games?

John: About 32 years.

dxContent: How many years have you played 3.5 / Pathfinder?

John: I’ve played the 3.x generation since it was released in or around the year 2000 and have continued playing since then.

dxContent: Minis are a "must" for your style of RPG play - Yes or No?

John: Sometimes yes, sometimes no. In larger or more complex encounters I enjoy the tactical nature of seeing and moving figures about on a battlemat. I enjoy the strategic aspect of the game in that sense. In smaller or more impromptu encounters I don’t always “need” mini’s. Only if there is likelihood of a lot of questions of character and enemy placement do I prefer mini’s.

dxContent: Your game master notes (or player notes if you don't gm) are best described as...?

John: Chaotic initially, jumbled, and often stream of thought. Then during play they’re fairly non-existent but I try to do a “brain-dump” after a session, to try to make note of the things I noticed were problems, things the players did that I need to follow up on, or to determine how the world reacts to the players actions etc.

dxContent: Do you prefer ready-made modules or home-spun material or a mix?

John: 99.9% home brew. I strongly dislike the “rair-roady” nature of published adventures. I prefer a campaign world without invisible walls that confine me into a predetermined set of actions.

dxContent: As a gm (or player if you don’t GM) do you prefer published campaign settings or home-grown settings?

John: As a GM, home brew 100%. As a player, either is fine so long as the world is consistent and engaging.

dxContent: Favorite role to play in a RPG (stealth, magic, melee-master, etc)?

John: All of the above. I’ve played and enjoyed just about every role and expect I’ll continue doing the same.

dxContent: Would you rather play, game master or do both?

John: I find that GMing engages me more, not just from an amount of effort required point of view but also from a “how actively engaged am I in the world” point of view. Meaning, when I am laying in bed at night trying to fall asleep, I’m not stuck thinking about what my character did or will do in the next session. What constantly goes through my mind are ideas for campaign settings, people, races, religions, that sort of thing.

Friday, April 27, 2012

Introducing: Judge Denny

I always find it informative to hear how other game-masters prepare and view RPGs.  In this post I introduce one of the dxContent mini/module mini/map contest judges.

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