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No Quarter Layout/Descriptions question?

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Wolfhound:
I recently imported into the No Quarter document the maps for the second castle (one of several large locations covered by the module) and started working on the descriptions for this.  However I'm a bit puzzled as to how best to handle this.  I emailed Nicholas about it and he suggested that I post in the forums to get the opinions of others on the subject...

So here is the problem:  For the first large castle (>100 rooms/areas) I have 7 area maps/floorplans and I detailed each area using a letter-number designation, with the letter indicating which map (level of the castle/dungeon/etc.) and the number indicating the specific location on that "level" which worked well.  This type of designation is used quite frequently in modules, so is a tried and true method.  However the second castle is much larger (several hundred rooms/areas).  It not only has more levels, but each level is large enough that the floor plan needs to be split into sections (there is a single "Grounds" map that shows how the parts fit together while also showing the wall structure and topography of the large hill that it sits on and its surroundings, then there is a central structure, each of four different "wings" that extend of of the central structure, the gatehouse and towers, the many wall towers, as well as the dungeon levels beneath, all with multiple levels).  And the maps for each level of each section are such that combining all the sections into a single level map the map scale would be such that the detail would be too small (would not even be able to fit numbers into many of the smaller rooms that would be readable).  Thus the letter-number designation will not work for this as there are not enough letters in the alphabet (even if both upper and lower case were used) for each area-level map.  And if I switched to a number-letter designation, then there are not enough letters for the number of rooms that are in some of the area-level maps. 

I started detailing it using the technique explained in the next paragraph, however after thinking about it is different than what is normal for such descriptions, so I'm wondering if it is such a good idea.  I also don't want to give away too much of the plot/story-line, but the way things play out, some of the locations will be entered by the characters more than once (in fact this particular castle, there is a good chance that the characters will be in it at least three different times under three very different conditions, and thus there will be (in many cases in this particular castle, as well as in another large location (a huge cavern/mine/dwarven-city complex) later in the module). 

What I'm currently doing is simply writing up a description of each area-level map.  Trying to describe it such that it is obvious which rooms are set up how and only the things that will be the same regardless of which "situation" or "state" it is in.  Then my plan is to then include 3 or more paragraphs covering the changes from one "situation" or "state" to another. 

As such this is a little different than the typical way of laying out descriptions for modules.  It seems to me that is should work for those GM's who read things over thoroughly so that they fully understand each larger area before the characters ever enter that area.  However I wanted to find out if others feel that such a way of handling things might be too complicated or not easy to follow. 

So please provide feedback as to your thoughts on this subject here.  I'll also be posting links to this thread in other threads that discuss layout and such. 

ironmaul:
Have you considered colour code for the maps?
What about a ref code such as ET0302=East tower, level 3, room 2.
Is the module intended for print or PDF?
Is it a hand drawn, digital/software or vector map?

I think a reference code is your best bet. Hope that helps.

Wolfhound:
Nope, had not thought about something like that.  But that might work, although there are 14 towers in all (8 wall towers and 6 that are part of the castle structure itself). 

If the general consensus (hopefully others will let me know their thoughts as well on the subject) is to use that type of a format then I'll try to work out how to make such an idea work.  Thanks

Cory Magel:
How I would likely go at it... (a few possible ways depending).


1. Number things by section or wing.  For example "West Living Quarters Wing, Rooms 1-XXX" and "East Barracks, Rooms 1-XXX"
2. Just number everything in progression. That could get excessive, but it's the only SURE way for someone to never get confused about which room they are looking at in the documentation.
3. Number everything 1-XXX for each level.   So you have "Level 1, Rooms 1-XXX." and "Level 2, Rooms 1-XXX."
4. Only number rooms that are of any real importance.  So, you could have numbered rooms that are relevant, then have a set of letters that refer back to a generic description of a common room.  So, "A" could be a typical bedroom, "B" could be a privy, "C" could be generic storage (for whatever is nearby), "D" could be a guard room, "E" could be a kitchen, etc.

Grinnen Baeritt:
If the map is that large, then, surely a overview map, could identify  the key areas and code those as prefixes?.

Then use the same prefix code on the smaller scale maps. Where a map element interlinks with another keyed area, (normally happens at the extremities of a map) then simply put a link e.g. go to map #02 area 023 (which could be written 02023.

The room codes would then be numbered 1-999, with a 2 digit prefix (allowing for up to 99 mapped key areas)

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