How to make a World Map USEFUL

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Are we just making world maps because it’s  tradition to, or can we design them in a way   that they actually add something to our games? Today, we’re talking about the one type of map   that your players are going to spend the  most time staring at. Let’s get started. There’s a lot of videos out there which will  tell you how you can make a map as realistic   as possible. They’ll tell you that only one  side of your mountains should have trees,   that sea currents depend on latitude, and  that your children will spit on your grave   if you ever have a river that splits in half. This is all solid advice mind you, but if   you’ve watched some of my other videos, you’ll  have probably picked up that for me, at least,   when it comes to maps, form follows function.  And all of this advice about realism is about the   form of your map - but there’s a reason you’re  making the map realistic in the first place.  In this case, you’re creating verisimilitude  because if your world follows a consistent   internal logic, then it’s easier for your  players to get themselves immersed in the   story. And by doing that, you’re  making a promise to your players:   that their actions and decisions matter,  and will have an impact on this world,   this realistic place, that they’re  living in for 2 to 4 hours a week. We do a lot to get our players immersed in the  story. For example, if you have a parchment-style   map, it immediately tells your players "this is  a fantasy world". And you can adapt this to all   kinds of settings: for example, the Banner Saga  also has a parchment map, but it has a typeface   which looks like nordic runes. Cyberpunk 2077  has a holographic map of the futuristic city,   and Planescape Torment has a map sewn together  from pieces of flailed, tattooed skin. Hmm... But immersion is only one function a world map  can serve. And a good map can do a whole lot   more for you than just this. So let’s take a step back,   forget about realism for a second, and I swear  it’s not just because some other youtubers   have already talked about that more good-like  than this stupid little flying eyeball ever   could, and instead we're gonna focus this  video on other aspects of your world map. And, full disclaimer, we’re about to go over  things that might feel like the absolute basics.   But I think these are the kinds of basics we  tend to take for granted, and then we forget to   actually think about them. And then we regret it  6 months later. I know I did... Multiple times...  So my hope with this video is less to teach  you anything new and huh… game changing? And   more to make you think, and get you to  ask yourself the type of questions you   might otherwise skip over. Starting with… Map markers. Map markers are all of these little annotations  you see on world maps. And they might seem   innocuous, but there’s actually a lot of thought  that goes into how to annotate a world map well. First, how many map markers should your  world map have? If we take a look at the   official map for D&D’s official setting, there’s  approximately 447 of those map markers here.  This is a lot. For comparison, Skyrim,  a game notorious for how you probably   still have yet to visit about half of the  map after making fifteen stealth archers,   has 338 map markers. That’s 25% less than D&D,   a much slower paced game where exploring just 10  locations will probably take you about two years.  Which gives me an excuse to talk  about probably one of the nerdiest   game design concepts I’ll probably ever get to  mention on this channel: the Freedom Fallacy. It’s a theory coined by behavioral scientist  Scott Rigby, which goes a bit something like this:   even though people tend to think of freedom  and autonomy as mostly the same thing,   there’s an important difference between the two.  Freedom is the ability to do whatever you want.  Autonomy is the state of wanting to do things.  Games are an interactive medium, so we need  the players to experience autonomy. We need   them to want to do things within the game.  But freedom doesn’t actually add any value   to the game if that game doesn’t give  the players autonomy in the first place. It can be tempting to just put  this map in front of your players,   and proudly tell them “you are free to go  wherever you want”, but until your give your   players a reason to care about any of these  447 map markers, they might as well not exist   as far as your players are concerned, and to  them, this is what your world map looks like. But, let’s face it, worldbuilding is fun, and  me telling you not to put too much stuff on   your map and not overwhelm your players  is probably not going to stop your from   spending an entire weekend coming up with lore  which you swear will become relevant someday.  So, that brings me to the  second aspect of map markers. When should you reveal a map marker? What the official map invites you to do   is to just kind of just reveal all of its -way too  many- map markers at the start of your campaign.   The game kind of assumes your players have read  a bunch of novels set in the Forgotten Realms,   and that you’ll know exactly what a Luskan is. So, one option is to reveal a map marker during   session zero. But this is something that you  should probably keep for locations that are   especially important to your campaign,  to show your players that they might   want their characters to have a backstory  that's tied into that location's lore. Skyrim shows us three other options: in that  game, map markers are revealed to the players   when they hear about a location, when they get  a quest which asks them to go to that location,   or when they stumble upon that  location while traveling. So,   basically, the map marker appears as soon as  the location becomes relevant to the story.  Doing things like this is really convenient for  tabletop RPGs, because with this dark forbidden   power, we can control the pace of the game better:  if we need an extra session or two before getting   to the next big city, we can just kind of plop  a hamlet on the way to that big city, and have   some kind of weird monster in it for the players  to deal with. It’s definitely not that we just   came up with the town of Obleham three seconds  ago, it’s that it was always on your map but your   players didn’t care about that little village  until they ran into the Oblex that occupied it.  If your map has a fog of war, or  maybe you're running a hexcrawl,   it kind of all falls into that category. You're  basically just creating stuff as you need it. A third option, which was popularized by  the Assassin’s Creed games, is to treat map   markers as a quest reward. The way they do it is  usually that you have to climb some sort of tower,   or big monster, or hot hair balloon, to get  a vantage point on the area. But it doesn’t   necessarily have to be that: instead, you could  have the players steal a map from a wealthy noble,   rescue an NPC who knows the region very  well, or maybe meditate at a shrine and   getting a revelation from the gods. The important part here is,   your players don’t just get the map  markers, they earn the map markers. But there’s a third aspect to map  markers that we need to talk about:   what do your map markers represent? And  there’s really two ways to go about this. The first is to do it a bit like Skyrim, where  your map markers are icons in the shapes of caves,   ruins, lone strongholds, etc… These markers tell  you what you will see if you go to that location,   but not anything beyond that. If you see a  cave icon on your map, you have no way to   determine what you’ll find in it: what kind of  rewards to expect tnere, what kind of enemies   to expect to fight, or whether this cave is part  of a quest or just some random location that’s   entirely disconnected from the rest of the plot. The map actively hides all of this information   from the player, and you’ll have to actually  go there to find out what it’s all about.   Doing this reinforces one of the core themes  of that game: exploration. The game teases your   curiosity as much as it can, and gets you to  decide, by yourself, with your own autonomy,   to take a six months long detour on your  very urgent journey to save the world. On the other hand, you’ve got games like Cyberpunk  2077 or Mad Max, where the map markers aren’t   really about the location itself, but more about  the quest that you can do once you’re there. So   instead of an icon showing you that this location  is a construction site or a parking garage,   it tells you that the Night City Police Department  has signaled criminal activity in that area,   and they’ve offered a bounty to any merc who  will help pacify it. So just from the map icon,   you’ll know exactly what type of quest this  is going to be. And once you’re done, the icon   disappears from your map, because that location  has now become irrelevant to your story... Until,   three days later, some other quest brings you  back here to do some other cool cyberpunk thing.  It’s not even that Night City  has no interesting locations,   but the point of the game is different:  where Skyrim is about exploration,   Cyberpunk is more about earning street cred,  growing from a nobody to a legendary merc, and   helping your friends in a city where  nobody cares about them except for you. Different games are going to appeal to different  types of players. Skyrim chose one type of player,   Cyberpunk chose a different one. So, you’ve  gotta ask yourself, who are your players,   and what are they going to respond  better to? And depending on your answer,   your world map might look very different from the  official Faerun map and its 447 towns and cities. But of course, there’s a third option.  So far, we’ve only talked about markers,   but those are not the only  annotations a map can have.  For example, in Mad Max, the map is divided into  5 territories, each sub-divided into about a dozen   regions. By completing different missions, the  players can reduce the threat level of an area,   and make it go from red, to orange, to yellow,  to white, which mirrors the narrative of the   game which is that you’re having a turf war  with Lord... Scabrous Scrotus. What a name...  Another type of annotation we see in that game are  those red paths, which show you the patrol route   of Lord Scabrous Scrotus’ war convoys. So instead  of having a quest take place in a location,   the quest now takes place all over an entire  region of the map. So you can make it easier,   by first attacking nearby snipers’ nests,  and raider hideouts before you attack the   convoy itself. Otherwise, you might have to deal  with every single enemy in the region at once. With paths and areas. you can express  so much more with a map. For example,   this is the official map for Pathfinder’s setting,  Golarion. But if you ask any Pathfinder player,   they’ll tell you that this is the  real official map for Golarion.  And granted, this map is a bit of a meme, but to  a new player it’s still so much more useful to   know this part of the world is about Vive la  Révolution than to know it’s called... Galt? Now, let’s talk about the  layout of the world map itself.  The first type of layout I’d like to talk about  is one that I don’t think has a standard accepted   name, at least not that I could find in my  research for this video, but that I like to call   the tree-shaped map. You find that kind of map  in a ton of different games, but let’s just take   one for the sake of having an example: Fallout. Fallout 4’s main plot is about you, the player,   picking one of four factions which really  can’t stand one another. Each faction gets   a different ending, usually resulting in the  destruction of one or more of the other factions.  And what’s interesting about that game’s world  map, is that it’s designed in a way that you   will naturally stumble upon every single  one of those factions. So the map itself   helps introduce that very important choice  that is at the center of Fallout 4’s plot.  You start in the top left corner of the map,  in a town called Sanctuary Hills, and the game   sends you on a quest to retrieve your infant son  who was kidnapped. As you follow the one road this   town has, you pretty much inevitably find yourself  in the town of Concord, where you cannot help   but meet the Minutemen, the first of the four  factions. They tell you to go to Diamond City,   in the center of Boston, but pretty much smack  in the middle of your path, the game's developers   have put the Cambridge Police Station, where you  get to meet the Brotherhood of Steel, the second   important faction of that game. Eventually, you  do reach Boston, and when you do, every single   person in all of Diamond City is talking about  the Institute, the game’s third major faction. Just walking in a straight line, you’ve already  gotten to meet three of the four factions of the   game. And it’s only when you reach Diamond  City that the game really starts to throw   a bunch of quests and plot hooks your way, and  suddenly empowers you to go wherever you want.  That’s why I call it a tree-shaped  map: you’ve got a trunk of exposition,   and then it branches out into an  actual open world type of game. This type of layout works very well for  Table-Top RPGs in my experience. Because, well,   we like to ask our players to make big decisions  like this. The entire idea is that first, you give   your players the exposition they need so they can  make an informed decision, and at that point the   story and the map are both pretty linear, but then  you ask them to make that choice, and the players   become the driving force of the plot, and they get  to choose where the story goes next. Literally. The second layout that’s pretty common in  world maps, is to have one or more sections   of the map inaccessible at the start of a  campaign, and then later on the heroes go on   some kind of quest and they open up the path. This could be, totally random example here,   a tall mountain range that’s filled with  monsters, cuts the continent in half,   and is somehow strangely square-shaped. But it could be different things. A   sea of mist that you can’t navigate unless  you can find your way without looking at   the stars. An ancient forest enchanted so  that whenever someone tries to traverse it,   they fall asleep and wake up outside the forest.  A portal to a different plane of existence. Or   it could be something perfectly mundane, like… the  sea, which would force the players to find a ship. There’s pretty much no limit to the  variety of obstacles you can come up with,   especially in a fantasy game like D&D. And  with each obstacle comes a different plot   hook for your players. Bonus points if you  give your players more than one option for   overcoming that obstacle you put in your map. This is a type of map where you kind of need to   plot a lot ahead. You're putting an obstacle  on your map, but it might take your players   a couple of years before they actually  get around to overcoming that obstacle. The third type of map layout that  I find pretty interesting is when   a map itself evolves as you play,  to reflect the events of the story.  For example, in The Banner Saga, darkness slowly  swallows the world map as the story progresses,   showing you what’s at stake. In  Inkle Studio’s Sorcery series,   you have these beacons of past light, and wherever  they point, the map changes to a different era,   turning the entire world map into a giant  puzzle with many different possible states. One last aspect you’ll definitely want  to consider, is your map’s scope. What   does the map represent, and where does  it stop? When we say “world map” within   the context of a game, we usually don’t  mean the actual map of the entire world.  Skyrim just shows you one country, Fallout  covers a small region around Boston,   and Cyberpunk covers basically just one city. This is a difficult balance to nail down,  especially in tabletop RPGs. On the one hand, this   map of Faerun is so big that you probably won’t  ever get to visit more than just a thin slice   of it. If a player makes a character from Chult,  and your campaign happens almost entirely within   Icewind Dale, you’re probably going to have a  hard time tapping into that character’s backstory.  On the other hand, this map is, itself, only a  thin slice of the Forgotten Realms as a whole.   By using it, you might be sending the message to  your players that they shouldn’t make characters   from Zakhara, Maztica or Kara-Tur, and you’ll  be missing out on some of the lore of all time. There’s mainly two ways games tend to solve this.  The first is, you have more than one world map:   you have one that covers the entire world, but has  very minimal information on it, and only exists   to give you a general first impression. And then  you have a second one which only covers the actual   region of the game, which is much more detailed,  and that’s the one you’ll use most of the time.  The second option is that you don’t actually  see any of the markers on your map until you   zoom in far enough. That way, you get pretty  much the same effect of having a big map with   low detail but that’s easy to use, and a small  map with high detail that’s also easy to use. So, normally, I end every video on this  channel by giving you some kind of a free   thing. But as I’ve been spending basically  this entire video saying… Every campaign is   going to need a different map, so if I give you  a setting map for some homebrew setting of mine,   you’re probably not going  to get much use out of it. So I decided to do what I thought would be the  next best thing... And I've made an entire website   where you can import your world map, annotate it  using the techniques we’ve talked about today,   and make it as interactive and  useful to yourself as possible. By default, when you go to this website,  WorldCanvas, you are greeted by a fully annotated   map of the Forgotten Realms, which showcases  the different features you can use for your own   maps. Or, if you do want to play in the Forgotten  Realms, you can just crop the map so it focuses   on the part of the world you actually care about. This is entirely free - I don't run ads, I don't   save anything on my server, nothing like that. So, come give it a try, and if you end up   liking the result, come over to my Discord  channel to share your work with others. Outro That’s it for today’s   video. World maps are a pretty big topic, but  they’re such an important part of running a game   that I really wanted to do the subject justice  and give you the tools to make a great one.  If you’ve liked this video, and you want to  see more like it, make sure you subscribe,   and leave a like and a comment, that’s  currently the best way to support this channel.  I want to make good videos, and your  feedback is the only way I can make that   happen, so please keep it coming. Until next time, have a good one!
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Channel: Trekiros
Views: 21,569
Rating: undefined out of 5
Keywords: dnd, dungeons and dragons, worldbuilding, wolrdbuilding
Id: bLegaMRYb_o
Channel Id: undefined
Length: 16min 16sec (976 seconds)
Published: Sun Apr 30 2023
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