The easiest way is to disregard the map all-together and the G.M. just keep vague track of where people are in their head. That can lead to many confusing experiences where the G.M. loses track of where someone is, or people keep thinking they are closer to a target than they really are.
Scratch paper is a great way to make a quick map. This method is very spur of the moment so most of the time the paper is small and people are represented by simple icons. A lot of erasing and redrawing is needed with this method. A G.M. could draw some basic maps in ink a head of time, and then reuse the material. The issue there would be the wear and tear on the paper from continually erasing and redrawing on it.
One could also use a map from online. D&D is over forty years old, so it should have plenty of maps floating around in images only search engines. What's important to note here is that this method usually doesn't work well when printed out. First most printers are only going to do the 8''x11'' letter size paper, and to keep something in color could require a lot of ink. Online maps work best for online game sessions, such as Roll 20 and Fantasy Grounds. These allow the players and G.M. to see where the various player and non-player icons are on the map. There are also sites that can randomly generate dungeons and the battle maps can just be the dungeon rooms themselves. (D&D Dungeon Generator).
Figure 1: Map from online. (anomiecoalition). |
Similar to the scratch paper method would be the use of a white board. White boards would also use very simplistic representations of the battlefield; however, white boards can easily have their contents be redrawn and come in much large sizes than scratch paper. Laminated boards can function in the same way as well.
Figurines can be used instead of icons. While these are more costly and incases require the time to pain them oneself, figurines remove the need of an icon or constantly redrawing character positions on the map. Due note that if one is using letter size paper that the figurines would be best kept small, or have multiple papers puzzled together.
In truth one could ignore the use of a map with figurines much better, and simply use other items as a means of portraying the battle. Instead of a log bridge, through the water bottle there. Instead of a river, use some string to represent it.
There is also the question of angles. Most battle maps are bird's eye view maps, some though can be isometric. The purpose of an isometric map is to give better feeling of depth or size; however, it makes the process of properly gridding maps with squares/hexes more difficult. It also makes the use of figurines or other icons more difficult, as they can't be scaled down to the perspective.
Figure 2: Isometric Map. (NA). |
Drawing off digital games, specifically Neverwinter to keep a D&D focus, the battle maps can be better focused on. "With that in mind the environment team could take existing maps and modify them to suit the narrative of the story arc." (Julia). Random maps don't need this, but when designing a campaign make certain that the battlefield adds or tells its own story.
When making a map consider what actions can be done on it. If your players are in a bar then there are tables for them to flip over as shields, counters to stand, and chairs as improvised weapons. Doing a large area of effect spell could ruin the building itself. Props are a way to give a sense of environment to a map. To give an idea of how to build a map the one in Figure 3 will be deconstructed.
Figure 3: River Crossing Map. (eVile-eAgle). |
The bridge creates a clear choke point during a fight. There is also flexibility in the map. The river has several stones sticking out of it that a player or nonplayer character could use to get across the river, avoiding the bridge; moreover, the G.M. could have the river not be very deep. Reducing the depth of the river would create difficult terrain, so avoiding the bridge and stones would greatly hinder anyone wading through to the other side.
Figure 3 also has foliage. The bushes can act as a means of concealment. Rogues or other stealthy characters can then use the bushes as means of hiding from enemies. The bushes could also be set on fire in a fight to add to the chaos of it.
Finally the map has differences in elevation. The first difference is the river bank; it being a sharp slope to the water. More notably is the rock outcropping on near the river towards the right edge of the map. Either the players or nonplayers can use this to gain advantage on ranged attacks.
While a very simple map it employees a sense of story, agency, props, and elevation. None of those items need to be complex. Below are a series of pictures I created that go through the process of creating a basic battle map that incorporates very simple elements. The software used was Paint.Net.
Figure 4: Foundation |
Figure 5: Laying out |
While I work on the main layer that will become the battle map, I do keep the initial drawing of Figure 4 visible. The lines are there to act as a means of guiding me to ensure I keep the line angles relatively consistent throughout the process.
Figure 6: Starting Stairs |
Figure 7: Stairs Complete
|
Figure 8: Almost Done |
Figure 9: Complete |
Completed I now have battle map for my campaign. I can also save this picture and reuse it in the future, removing the text if need be. The map itself gives the players a sense of height and narrowness. There are numerous choke points and little path to escape beyond risking a jump to the buildings or climbing down the rope. The map was designed for an encounter that was time sensitive, with more enemies coming after a certain amount of rounds. This forces players to be especially quick. That makes the choke points of the narrow doors and stairs even more difficult. If they are fighting outside the encounter also has ranged enemies firing down upon them.
There it is the different ways to make battle maps, and my own loose step by step method for making one. Feel free to use the map I made if you want too.
Works Cited
anomiecoalition. U1 - Sinister Secret of Saltmarsh (Al-Qadim Revision). Drunken Nerdy. March 24, 2013. Web. 04/30/2017. Accessed <https://drunkennerdery.com/2013/03/24/u1-sinister-secret-of-saltmarsh-al-qadim-revision/>
D&D Dungeon Generator. drow. 2016. Web. 4/30/2017. Accessed <http://donjon.bin.sh/5e/dungeon/>
eVile-eAgle. River Crossing Battlemap. DeviantArt. 2011. Web. 04/30/2017. Accessed <http://evile-eagle.deviantart.com/art/River-Crossing-Battlemap-265852012>
Julia. Developer Blog: Quest Environment. Perfect World Entertainment, Inc. April 17, 2017. Web. April 20, 2017. Accessed <https://www.arcgames.com/en/games/neverwinter/news/detail/10469103>
NA. Author Not Available. Publisher Not Available. Date Published Not Available. Web. 04/30/2017. Accessed <http://cdn.obsidianportal.com/assets/6299/DandD1.jpg>