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Crabwell 01 - The Omniphone

🕑 Added 2022-01-31 23:30:16 +0000 UTC
Crabwell 01 - The Omniphone

Comments

Michael Benoit

Great response. Thank you very much for your thoughtful response. I like what you said about "giving the impression of a full city and the freedom to interact with this microcosm in extreme detail." I think you hit the nail on the head, and that the comparison to your health bar is apt. I have come to much the same conclusion - the map simply representing the city is just one of those conceits people playing RPGs have to make. I'm going to save this response.

Borough Bound

Hey there! Really glad you're a fan of this map. Your question is quiet layered, and you've already picked apart a lot of the crucial details. The truth is that basically none of our maps are ACTUALLY realistic in terms of size and scale. It would not be possible to create cities at that level of scale and detail unless we decided to spend months and months and months just to get a single quarter of a town finished. We would have to compromise so much to do so, and also the finished maps would be impossibly big and basically unusable for even the most powerful PCs. Instead, our approach is to try to nail the FEEL of a city and encapsulate districts on a micro scale. This introduces additional frictions (like the fact that an entire city might only be a couple hundred feet across), but it means the cities are more usable, both tactically and practically. That is: you can actually run city-spanning combat encounters, and your computer won't burst into flames. I think most players can intuitively understand this friction. When you play Skyrim, obviously it doesn't make sense that Whiterun has only like... 10 houses in it. What matters more is that the game gives the impression of a full city, and the freedom to interact with this microcosm in extreme detail. One way to sidestep this issue is to only use maps when a map is specifically relevant and necessary for gameplay (e.g. roleplaying stealth, combat, etc). The rest of the time, you can reference landmarks, NPCs, and whatnot while using theater of the mind. Alternatively, you can say that for Crabwell (at least), the city center is instead overwhelmingly bureacratic, and that the vast majority of citizens live in farms just outside the walls. As with everything else in TTRPGs, eventually you have to accept that your modes of play and the tool you use are abstractions. This map is not LITERALLY the city the same way your HP isn't LITERALLY your health... it's just a manageable, simplified representation that allows the game to run smoothly. Pardon me for the long-winded answer. There just isn't a single response to a broad question like this! If you have additional strategies you decide to employ, please let us know how they go! -Will

Michael Benoit

Really fantastic map. I am excited to use it in the near future! Question: the Crabwell "cover image" shows a lot more buildings than the map does. Do you have tips for explaining the size and wealth of the city, despite the comparatively few number of buildings shown on the map? This is kind of a general question about town maps in general: most seem too small for the number of occupants said to live there, and it's hard to make a town big enough to have lots going on, but small enough to fit on a manageable map. I'd love to hear your input!

Borough Bound

Hey there! No, making interiors for every single building proved impractical for us. We felt it was more important to make unique and detailed interiors for significant points of interest with multiple floors than it was to throw together a bland interior for every random house or shop. Perhaps if we ever expand significantly, we can add full interiors as some sort of stretch goal!

coffeedoggo

Did you retract the idea of having interiors for every building? Not that I'm complaining, it likely wouldn't matter anyhow, but I'm just curious, since the first Borough with interior seemed to have just that. :) Also thanks for all of you guys' great work, it's super awesome!

Mage

Once again, we are graced with a treat. I love the interiors, they look cozy!

Tuz-oh

Very reasonable, alright! I just downloaded the file and yeah, this is already alot of material to work with. Thank you for your hard work!

Borough Bound

The current plan is to release 2 versions of the Definite Editions map to help out folks by removing the Omniphone. This release already has 16 map files plus interiors, so we just didn't want to overwhelm folks. with this one!

Tuz-oh

Love the concept! I know this might seem contra to the concept, but since this town has a relative "vanilla" design, would it be possible for you to create a version of it that replaces the location of the Omniphone with an empty plaza? It would not have to be an entire new map, just a small PNG to place over the location of the tower. This would open up the usability for this map and make it setting agnostic.


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