Greetings everyone! This is my first post here although I do stop by to read some things from time to time.
Anyhow, I'm a fairly experienced terrainer (and roleplayer - I did some brief work on DoBRP and other things back in the day) and I'm currently working on a new RP map project of mine.
The thing that peeves me most about most (all) roleplay maps is the terrains, but that's primarily because I share a different philosophy behind designing them than what I guess is the "norm".
Roleplay terrains are to me very unconventional. The problem is that in a roleplay map you're already giving the players the tools to design and create as they please. However, you must find a happy medium between how much you make "pre-created" and how much you leave to the hands of the players. Some don't want to spend too much time having to build up, while others believe too much pre-made stuff will hinder their ideas.
You're basically creating a frame for them- but that isn't to say there isn't opportunity for you to be creative either.
If it were entirely up to me, the terrain would be almost completely in the hands of the players in-game. There would be only a generic base environment, with no indoor or unit selection areas. To me, these areas are only taking up space in an already limited area. There would also be no pre-generated "castle", "graveyard", or "cityscape" areas (unless that was the theme of the map). They seem out of place and silly whenever they're not utilized, and they're all things that can't be reverted but can be created manually. This would be the optimal terrain for creative roleplayers.
That said, I proposed this idea back during the DoBRP era and it was rather unpopular; so it most likely won't be the direction I take with my new RP map. People like their unit selection and indoor rooms I guess.
What do you think? How much of your ideal RP map is pre-generated terrain and how much is not?
Anyhow, I'm a fairly experienced terrainer (and roleplayer - I did some brief work on DoBRP and other things back in the day) and I'm currently working on a new RP map project of mine.
The thing that peeves me most about most (all) roleplay maps is the terrains, but that's primarily because I share a different philosophy behind designing them than what I guess is the "norm".
Roleplay terrains are to me very unconventional. The problem is that in a roleplay map you're already giving the players the tools to design and create as they please. However, you must find a happy medium between how much you make "pre-created" and how much you leave to the hands of the players. Some don't want to spend too much time having to build up, while others believe too much pre-made stuff will hinder their ideas.
You're basically creating a frame for them- but that isn't to say there isn't opportunity for you to be creative either.
If it were entirely up to me, the terrain would be almost completely in the hands of the players in-game. There would be only a generic base environment, with no indoor or unit selection areas. To me, these areas are only taking up space in an already limited area. There would also be no pre-generated "castle", "graveyard", or "cityscape" areas (unless that was the theme of the map). They seem out of place and silly whenever they're not utilized, and they're all things that can't be reverted but can be created manually. This would be the optimal terrain for creative roleplayers.
That said, I proposed this idea back during the DoBRP era and it was rather unpopular; so it most likely won't be the direction I take with my new RP map. People like their unit selection and indoor rooms I guess.
What do you think? How much of your ideal RP map is pre-generated terrain and how much is not?