One of the
interesting things whenever RPG Superstar introduces a new round (which has
happened a lot for Round 2, with the challenge including archetypes,
organizations and now maps) is the sense of the unknown.
For the
challengers, while they've certainly seen maps from encounter rounds and
published works, there's no sense of scope of what the maps will look like.
Garrett Guillotte wrote a great blog post about the type of maps we can expect, but no one knows for sure. I think a
contestant would be taking a huge risk by mapping out Arcadia, for example, but
it could pay off. Still, I'm expecting largely location/encounter maps, at a
scale where combat can occur.
Even for the
voters, there's a sense of unknown in terms of what we're looking for. After
years of designing magic items, for example, voters have internalized some of
the past critiques: Joke items aren't going to do well, keep history out of
your magic items, etc. etc. Here, I honestly don't know exactly what maps are
going to earn my votes.
I do know it
won't be based on artistic talent. I've posted my concern that that's what
people will base their decisions on (in part because I know I have no artistic
talent, but I've never had complaints about my own map turnovers). Maps have to
be a lot of things, but it's the cartographer's job to make them look like they
do in the final products; it's the freelancer's job to make something the
cartographer can make into a piece of art.
Consider this post that former Superstar host Sean K. Reynolds made back in 2010, to
show contestants what he expected for the maps. Look at his A- map. Are you
back? Consider, that's an A- map. Now, SKR notes it wasn't A- for content,
which is of course what we should be largely judging on, but I want to keep in
mind that this is RPG Superstar, not Cartography Superstar. Just because
someone makes a map that looks as good as Pedro Coelho's doesn't mean they're guaranteed my vote.
So what will I be looking for when the maps are
revealed?
To be
honest, I'm not actually 100 percent sure. Here are some of the things I'm
thinking about as I want to see the 32 entries...
Does the map tell a story? I think this
will be tough, and largely done through the title, but I'm curious to see
whether anyone pulls it off. If a map makes me think of the adventure I want to
run there, I think it will have done its job really well and be likely to
advance.
A sense of logic: Yes, the maps are
fantasy locations, so I probably won't quibble too much if there's not a
bathroom in the area (maybe the inhabitants use chamber pots), but there
shouldn't be bedrooms right next to the front door of the grand cathedral.
While a temple to Cayden Cailean might certainly have a bar, or a shrine to
Norgorber could hidden in the back of a dingy tavern, neither would make much
sense in a shrine to Lamashtu.
Space to fight: If the map's small
enough scale to allow for combat, does it have room for fights? Sure, some area
will by necessity be small, but there should also be enough areas that can get
4 (or even 6) PCs in it along with some monsters for a good fight. Is there an
area that looks like it could have a good, big, climactic fight?
Interesting rooms: On a similar note,
I'll be looking for interesting areas (while I'm assuming most of the maps will
feature a building/caves, even maps that aren't will need to have obviously
delineated areas, I think). When I map,
I have to fight my tendency to use nice rectangular rooms (and symmetry, for
that matter), since I know intellectually that that's not very exciting. I want
to see interesting shapes on these maps.
Motion: When I was practicing before
the Top 32 were introduced, I was really focused on trying to make my map have
some sense of motion. I wanted it to feel dynamic and not just a static set of
rooms that PCs would traipse through. This is one of the things I'm most
curious to see, if anyone could achieve that. I think if you make me want to
move around the map as a player, you've done your job well.
Elevation changes: Similarly, elevation
changes make a map more dynamic. Especially if it's not just one floor
completely separate from another except by stairs (i.e. is there a balcony or
one room that takes up multiple levels?). Make it so combat will take place in
three dimensions.
Other obstacles: I don't really expect
the cartographers to indicate where monsters are going to be located (I know
that's an option, but it's rare you see monsters on published maps), but they
can include other hazards. Are there traps? Haunts? Hazards? Those are all
things that can make the maps more dynamic and show me a designer who's
thinking.
Now, maybe
the judges will point out something that will make me completely rethink some
of this criteria or I'll see something I didn't expect. Judging Here Be
Monsters changed how I read a monster stat block and I wouldn't be surprised if
this does the same for maps.
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