dnd


Steal This: Roman Transport of Live Fish?

A vivarium is an area intended to keep and raise animals or plants in a seminatural state. A common example of a modern vivarium is an aquarium or a terrarium but there are notable examples of aquatic vivaria extending back thousands of years. A number of societies have been known for fish keeping including the Chinese, Egyptians, Hawaiians, Romans, Japanese, and medieval Europeans.

For some, the primary reason for fish keeping was to keep fish fresh for dietary consumption while also showing off one’s wealth. For others, they were able to breed and raise fish. And some kept them for ornamental reasons or for their ability to help process waste.

Most ornamental displays involved fish ponds or opaque tanks in the ground which had to be continuously supplied with fresh or running water. They didn’t know it at the time, but this addition of new water helped keep the oxygen and other gas levels in a healthy range for keeping fish and likely also helped get rid of waste products such as ammonia, nitrite, and nitrate. While they didn’t understand the reasons why adding new water helped, they knew it was important.

Which brings us to an interesting discovery made at the Grado Roman shipwreck site. Researchers found a lead pipe in the shipwreck with holes in it that could have been connected to a pump. This could have brought fresh seawater via the pump into an aquarium within the vessel and keep the fish therein supplied with fresh seawater.

What’s more, contemporary writers report that live fish were in fact moved during this period including a report by Pliny the Elder of live parrotfish being moved around. Now, there is no evidence of the proposed pump or of an aquarium on board.

So, how are some ways we could use this in our games?

  • During a voyage on a vessel, particularly a fishing or merchant vessel, the pump or other element breaks and the crew faces the possibility of a complete loss of inventory.
  • During a voyage, the crew lose a few too many people and there aren’t enough folks to sail the ship and keep the pump going. Can an artificer or tinkerer find a way to keep the pump going without a person to hand pump?
  • A rich noble, wizened wizard, or even one of the PCs wants to bring back a interesting and exotic aquatic specimen and wants a way to keep it alive in transport. Bonus points if this specimen requires a diving deep into the unknown and may be connected to the Old Ones.
  • The PCs catch a ride on a ship that, unbeknownst to them, is transporting a danger creature in its onboard aquarium.

Some further reading:

Image from the book Aquatic Life by Joseph E Bausman and uploaded to Flickr by Internet Archive Book Images.

Aquarium Death Spiral

One of the more obvious crossovers between fishkeeping and tabletop role playing games has to do with the death spiral. While some games embrace the death spiral, I know lots of folks try to avoid it happening.

Aquarium - ShrimpAquarium - Shrimp

I couldn't find an exact definition anywhere but the way I'm accustomed to the term being used is that when seemingly small events lead one towards an almost inescapable catastrophic conclusion. Small failures can compound on each other and, if not handled well, lead to game play that is unsatisfying and counter to the desires of the folks playing.

With aquariums, the death spiral is quite literal and can be difficult to overcome, especially in smaller tanks. Often, but not always, the cause is an uncontrolled ammonia spike. This could be the result of old age, a sudden removal of a large portion of either of the two beneficial bacteria pools, etc. Suddenly the system has more ammonia or nitrites than it can handle, which then causes one or more livestock to die, which in turn adds to the ammonia, and pretty soon an entire tank can be wiped out.

In other words, tanks, especially small tanks, can be swingy. :)

What's even worse is that attempting to fix the tank can also accelerate the death spiral. While many different species have different levels of various tank parameters that typically are the best for them, they value consistency even more. So if you notice that nitrite levels are higher than desired and decide to do an aggressive water change, the resulting fluctuations can cause more damage than if you had kept them at the undesired levels and worked more slowly to change them.

In thinking through this, I noticed that the suggestions for how to fix the swinginess and the death spiral in aquariums is similar to how folks limited these things in D&D, and that is by attempting to limit as much as possible the impact of any particular change. For aquariums, the suggestion is to start with a larger tank. One dead fish in a 5 gallon tank will have a different impact than a dead fish in a 55 gallon tank. Making smaller incremental changes leads to a more reliable and predictable tank and game.

That said, unlike fish, our lives aren't on the line. There are times when we can embrace the death spiral and other times when it's probably not what we want.

Fishkeeping and Thoughts of D&D

So over the past few months I got sucked into the rabbithole that is known as planted tanks (or planted aquariums) via YouTube and I took the plunge recently to start two small tanks of my own. As I've been working on them, a few things have struck me as being potentially relevant to gaming so I wanted to share some of what I learned here.

Introduction to Fishkeeping Concepts

One of the neat things about folks who are specifically into planted tanks is that they often are attempting to be world builders. That's because many of them are doing planted tanks as a way to reproduce a bunch of a natural cycle (sometimes in an effort to reduce the upkeep of an aquarium but often because they are super interested in the art and science of it).

To help understand, keeping an aquarium functioning is all about the nitrogen cycle. Animals get fed, they produce waste (ammonia), and ammonia is pretty toxic to the animals. Aquariums typically rely on two different types of bacteria to convert the ammonia to nitrites (which are also toxic) and then nitrites to nitrates (which are less toxic). Water changes often are a way of removing the nitrates from the system, but plants can also remove some of these from the water in addition to providing much needed oxygen for the fish.

In addition to this chemical balance, many attempt to create eye catching displays and sometimes even tell a story through their aquascapes. This in particular made me think of roleplaying games. First is the creation of zones in terms of the water column, usually dividing the vertical area of the tank into thirds. Some fish and other creatures are considered denizens of the bottom, some prefer the middle layer, and others like life at the top.

For plants, we often think in terms of carpeting (plants that cover the substrate like a carpet), foreground (typically shorter or slower growing plants that would be at the front of the tank), mid-ground (plants for the middle of the tank), background (taller and/or fast growing plants), and floating plants (plants that float in the water, especially at the top of the tank). Each of these have their uses and help tell the "story" of the tank.

Another interesting concept is that of the community tank. These are tanks where the species chosen are meant to work well together. So you might have some inhabitants who are meant to be cleaners (shrimp, snails, some types of catfish, etc) and where they might help keep the populations in check since some tank inhabitants can become prolific breeders in the right conditions. This reminds me of quite a few D&D modules including the Caves of Chaos.

Using in an Adventure

There can be a number of reasons why someone or something might be keeping an aquarium in D&D. A wizard or apothecary might find them to be incredibly useful for keeping creatures that produce vital components to spells or potions. A druid might work on creating one to save local creatures during a time of intense climate change. A noble might wish to display their wealth and worldliness by displaying creatures from far away lands.
People have kept fish for thousands of years in outdoor pools or indoors in ceramic vessels not to mention in ponds and the like. For something truly fantastical, imagine the existence of a force field that creates a large area of glass for displaying aquatic life. Perhaps a wizard created one in an underground cavern and stocked it with phosphorescent plants and creatures from the ocean deep.

Or perhaps long ago, a vibrant and verdant land began to turn to desert and thus an effort was made to save the local creatures, moving them into a cavern filled with sunstones that mimicked the passage of the sun. The keepers have all died but their world continues to live on.

What creatures would you stock these aquariums with? How would you tend to the needs of all of the livestock? How would you keep balance? How would the introduction of player characters affect this balance?

Female Representation in D&D Art

So I'm going to talk about some stuff and given the reaction to my attempts to convey my point of view in the past, I know this might ruffle some feathers. What I'd like to ask is that if you continue to read and find that your feathers are feeling a little ruffled, maybe take some time to think about why that is before putting me on Internet blast? And if you don't think that you are willing to do that, please feel free to enjoy some of the other absolutely wonderful content available to you on the Internet.

©Wizards of the Coast©Wizards of the Coast

With that out of the way, I'd like to talk about a topic that is near and dear to me, and that is female representation in game art. I know I've had a lot of discussions about that in the past but there's something different about today versus then. That difference is some changes that were made by some companies (particularly Wizards of the Coast) in terms of how they approach art in official Dungeons & Dragons publications.

My position has always been that the art of female characters has been way too restricted and lacked diversity. There was an overabundance of female characters within a narrow body type and age window, often (but not always) sexualized, often with an appearance that the references used were from lingerie or porn. While some interpreted that as an argument against any representation that fit those categories, that has never been my intent or what I argued.

As I talked to folks about this, especially folks in the industry, a few reasons for this kept coming up again and again. I'd like to talk about those because I think they amplified together to create the situation we had.

© Wizards of the Coast© Wizards of the Coast

One of the first was that the reason for the characters being drawn with those references is that artists prefer to work from the naked form. In some ways, this is absolutely true. We know that many of the masters have worked from nude models. Knowing the physical structure of the subject of a work helps ensure that their back doesn't look awkward or broken. I get that.

But many of the masters used both male and female models. And while they did many works that involved their particular muse and often spent time on projects that pleased them, they produced many other works with a variety of subjects. But in the art at the time, it was clear from many of the male characters that no one was looking at nude or semi-nude references for them. No ads or photo shots of men in their boxers. Not really even swimmers or male ballet dancers. There was a noticeable imbalance in how many of the artists were approaching gender.

One way to approach adjusting that would be to try to increase the diversity of the artists that were hired, finding artists who were passionate about drawing men for instance, that could not be the only solution. The other most common reason I was told for why the art was the way it was is because that's what the artists thought art directors wanted. So, basically, the art director would give out assignments. They might even be explicit about what they were and were not looking for. But artists, being concerned about having artwork rejected, would give them what they thought they wanted, what they thought "fantasy art" meant.

So, instead of taking risks, they looked at what had already been created and did more of that. This often translated to folks as cheesecake art. Do to how the art process works, it wouldn't become clear to the art director that this was going to be the case until the final work was submitted, at which point it was too late to reject the work.

Why? Because initial "drafts" of the work are like outlines. The artist provides a thumbnail of the piece, more demonstrating the overall composition, the lines of movement, etc. Clothing, especially boob windows, and the like, wouldn't necessarily show up at that level. So the thumbnail gets approved and suddenly what one person might interpret as an older woman or a full cloak turns out differently in the final piece. And by then, so much work has been put in that it's hard to change.

The sad part about this particular reason is that it was a bit of a death spiral. With more and more work being put out in this style, it worked to further establish it as the style. And without taking a step back, everyone's reactions are understandable. The problem can be understood but not addressed.

So, what changed? Well 5e came out. And with the new edition came a new approach.

© Wizards of the Coast© Wizards of the Coast

While I've been talking about this in terms of female representation, it wasn't just gender that was unbalanced. Skin tones were another big area as well as getting just a consistent understanding of how characters looked in a fantasy world.

With 5e, Wizards of the Coast decided not to go with a generic fantasy world for the base world. They chose the Forgotten Realms which at least had something closer to gender equality and a variety of skin tones for human characters (among others). It also had a variety of cultures within the world, with different ways of dress and speech. They could now tell artists, draw a person from this defined culture, rather than asking for a character in the fantasy style.

And that's what they did. They created world bibles and worked directly with concept arts to develop and refine what various cultures should look like on the page. They did this not just for male and female representations, but what did a family look like? What about older people in the village or city? So on and so forth.

The result was a wide range of art to choose from and the ability to "show, not tell" artists what these various groups looked like. While they still run into some issues with artists who draw boob windows on female characters from a culture that wouldn't have them (some cultures would!), those issues are far less. I haven't asked, but my guess is that they still might accept those pieces and adjust how they work with that artist in the future, but that piece that say sexualizes the character would be balanced out by the rest of them.

From my point of view, this has been a great breath of fresh air into D&D. I love seeing the greater diversity in the art. Of course there are still things to discuss and, in my opinion, improvements that can be made, but I look forward to looking at the art now. And I've seen so many positive responses from other folks out there.

Flip Through: Waterdeep Dragon Heist

Waterdeep: Dragon Heist recently arrived in local gaming shops and I grabbed a copy of my own on Friday. I knew I needed it once I heard that Dyson Logo's maps would feature in the book and I wasn't disappointed. I've only had the time to do a superficial look at the book but if you're curious as to what you would find within the book, check out my flip through.

One of the big things I noticed during the flip through is the diversity of skin tone in the art. This makes a lot of sense in a city of Waterdeep's size, especially since it is a port city. One of my favorite images is that of Vajra Safahr, The Blackstaff.

Waterdeep Dragon Heist - Vajra SafahrWaterdeep Dragon Heist - Vajra Safahr

As I was preparing for this post, I found folks discussing a sidebar I had missed during my flip through that explains the emphasis on diversity in the artwork (and my understanding, the text as well). The sidebar is in the Volo's Waterdeep Enchiridion section and I hope folks can forgive me for the extended quote because I believe all of it is important.

A Wondrous People

Whenever you find yourself in a bustling city, you're likely to spot a wonderful variety of folk. You hear words in languages utterly foreign to you, and you smell dishes both delectable and strange. Waterdeep is the ultimate city of such delights, and before long, the alien thing becomes familiar to you, and the stranger becomes your friend.

The people of Waterdeep are among the greatest of its splendors. Fashion, comportment, love&emdash;these things are practiced with an art and a zest in the city uncommon elsewhere. Visit a festhall or festival and see for yourself! And don't miss the cross-dressing performers who regale audiences with humor and song. Fabulous&emdash;that word doesn't begin to describe it, especially when they enhance the merriment with magic.

The city is also a haven for those who define for themselves what it means to be a man or a woman, those who transcend gender as the gods do, and those who redefine entirely who they are. What confidence! I never tire of witnessing it. I have seen folk in Waterdeep whose lives are more magical than the marvels possible with spells.

There's a lot going on here. I've seen quite a few people share their joy over feeling that their way of being is explicitly and enthusiastically included in the game world. These things matter to some folk.

I also saw some negative. I don't want to dwell on it here except to say that I've had long conversations with authors of the Realms as well as ardent fans. While it is true that folks of all kinds have existed in the Realms from the beginning, it's also true that they did not always get the sort of attention that they deserved nor was it always clear that not only existed but that they were fairly common. People often bring the baggage of the real world into the fantasy world, especially around issues of gender, sexual orientation, race, and the like. If we want the fantasy world to be different than the real, we have to make those differences clear. And the art work and the sidebar help greatly with that.

Child's Play: IKEA Play Mat Turned D&D Map

Recently I finally set up my child's play mat (it was a Christmas present, life comes at you fast when you have a toddler). I fell in love with the idea of carpet play mats and when I saw a town one at IKEA, I had to get it for him. He just recently started to really play with cars and trains and can play in his room while I do chores, so it was a perfect time to set it up.

I'll admit when we picked it out, I didn't look too closely. Little dude still wasn't quite sleeping through the night. But, as he sat there playing, I started noticing some interesting details.

Like how most of the houses were all built around this single apple tree.

Or this forest with large mushrooms in with the trees.

I'm not sure I quite understand why this highway encircles the lighthouse.

But the real interesting part of the play mat is in the upper right corner.

Sure, a farm doesn't seem that strange. Even one with a cactus and teepees. (Note: I didn't notice the teepees before I bought it or I might have skipped this mat. But I will have a conversation with Little Dude about them one day.) It's what the farm is next to that made me realize that in just a few more months (ok, maybe a couple years), this might be his first D&D map.

That's right, children. One day, Thomas the tank will be exploring the cave of lost souls or whatever we decide to call it. I already have a big fluffy d20 that Little Dude can roll and a wicked imagination.

Flip through: Baby Bestiary

Today I flip through The Baby Bestiary from Metal Weave Games. I saw this while walking the floor at Gen Con last year and just had to have it.

For those who aren't interested in videos, the book is a system neutral supplement with information about baby fantasy creatures. It provides you with general details on the challenges of raising such creatures and then gets into detail for each race.

The races included are:

  • Basilisk Lizardling
  • Blink Puppy
  • Bulette Billy
  • Centaur Foal
  • Cerberus Puppy
  • Chimera Cub
  • Cockatrice Chick
  • Couatl Neonate
  • Dragon Wyrmling
  • Elementlets
  • Eyelings, Dodomeki
  • Gelatinous Cubelet
  • Gnoll Cub
  • Griffen Hatchling
  • Hippocampus Fry
  • Kirin Foal
  • Kitsune Pup
  • Kobold Kid
  • Leviathan, Little
  • Manticore Cub
  • Mimicling
  • Minotaur Calf
  • Nightmare Colt
  • Owlbear Cub
  • Phase Kitten
  • Phoenix Hatchling
  • Rakshasa Kitten
  • Rust Weevil
  • Sphinx Kitten
  • Titan Tyke
  • Treant Sapling
  • Wyvern Elver
  • Aboleth Spawn
  • Baku Calf
  • Balrog Emberling
  • Beithir Hatchling
  • Bugbear Kid
  • Djinayni
  • Dragon Turtlette
  • Elder Godspawn
  • Enfield Pup
  • Gargoyle Mouldling
  • Harpy Child
  • Hippogriff Foal
  • Hound Archon Pup
  • Hydra Snakelet
  • Kraken Paralarvae
  • Lightning Lizardling
  • Lizardfolk Whelp
  • Medusa Daughter
  • Myconid Sporeling
  • Naga Hatchling
  • Ogre Magi Apprentice
  • Orcling
  • Otyugh Scrap
  • Pegasus Foal
  • Pertyon Hinulus
  • Pseudodragon Wyrmling
  • Purple Worm Violet
  • Remorhaz Chrystid
  • Satyr Foal
  • Sea Lion Pup
  • Shambling Tuffet
  • Shrieker Button
  • Simurgh Pup
  • Tarasque Hatchling
  • Tatzelwurm Kit
  • Troglodyte Tadpole
  • Troll Buddie
  • Umberal Erebect Nymph
  • Unicorn Foal
  • Wolpertinger Kit
  • Xornling

Each race has a two page spread, with one consisting of full page artwork with an example of the creature and the other page including information about that particular race. There are two standardized bits of information about each race: rearing difficulty and intelligence.

If you enjoyed this look at the product and would like to obtain it, the PDFs can be purchased from RPGNow (Volume 1 and Volume 2 - Affiliate links). If you are interested in print copies, it appears that they are currently out of print. However, they ran another Kickstarter earlier this year to fund a reprint. You can preorder from Backerkit.

D&D Papercrafts from R-N-W

I recently found out about a series of D&D printables available via the R-N-W website. The site, run by Rose, offers creates hand drawn aids such as character sheets, item cards, and more. When I found the site, I knew I needed to try it out. So, I grabbed some pdfs, printed them out, and got to coloring.

Printing

I used my Canon ink-jet printer to print them out. One thing to know is that Rose lives in the UK, which means there are two sizes for printing out, A4 and US Letter.

I printed mine on Neenah Classic Crest Super Smooth Solar White 80# Cover 8.5"x11" (Amazon affiliate linknon-affiliate) It went great.

Coloring

Since I used an ink-jet printer, I realized it would be risky to use water-based media to color it in. So I used my Bllick Studio alcohol-based brush markers. It was a lot of fun and took about an hour (while hanging out with a friend on Skype) to finish. I didn't use them this time, but colored pencils would be great for this as well. Or if you can print on a laser printer, you can likely use water-based media such as watercolors, watercolor pencils, or inktense pencils.

Color all the things!

In addition to the item cards I colored in, there are a few other types of printables.

Equipment Packs

Image from r-n-w.netImage from r-n-w.net
When cut out and glued according to the instructions, these printables create "packs" for item cards and other aids. I purchased the full set which has packs for burglar, diplomat, dungeoneer, entertainer, explorer, priest, and scholar. It also includes the tools. Each of these packs often include the item cards for each background.

Basic Weapons

Image from r-n-w.netImage from r-n-w.net
I also picked up the basic weapons pack. For each weapon, it has the cost, weight, damage, damage type, type of weapon, and characteristics (e.g. reach, two-handed). The font is also provided as well as a blank version for your own creations.

Character Sheets

The site has hand drawn character sheets as well as 12 class-specific character sheets. The classes covered are: barbarian, bard, cleric, druid, fighter, paladin, ranger, rogue, sorcerer, warlock, and wizard. Class specific sheets are between 3-5 pages with areas containing information specific to that class. There is also a pack of character sheets to help with multi-classing and another pack with "extras" such as inventory and role playing details.

Game Master and World Building Kits

There are a few variations of a game masters kit to help with organizing your game. Some kits even have paper miniatures. In addition, there are a number of sheets intended to help you build (and document) your world.

Overall I've been really happy with the items I bought from the site (Full Equipment Packs, Basic Weapons, and Game Master Kit Deluxe). I'd love to see more, especially if this type of product is compatible with DMs Guild. If you're interested, in addition to this website, Rose and Niels have a patreon where they are working on creating "quest packs" for a 5e module they are creating.

Now to find some time without my toddler crawling all over me. :)

Who makes maps and why it's important

Ebstorf MapEbstorf Map
I recently came across this story, "Who Maps the World?" It discusses the importance of who makes the maps in terms of not only if maps are made or not but also what is added to the map. For instance, when we look at maps of the world, there's a bias towards creating and updating maps in areas with more wealth, referenced in the article as "the Starbucks test."

But there's also a bias towards places that are either considered to be genderless or masculine, such as the aforementioned Starbucks as well as sports arenas, strip clubs, and bars, and a dearth of tags and mapping of places that tend to be considered feminine, such as "childcare centers, health clinics, abortion clinics, and specialty clinics that deal with women’s health." For example,

In 2011, the OSM community rejected an appeal to add the “childcare” tag at all. It was finally approved in 2013, and in the time since, it’s been used more than 12,000 times.

Doctors have been tagged more than 80,000 times, while healthcare facilities that specialize in abortion have been tagged only 10; gynecology, near 1,500; midwife, 233, fertility clinics, none. Only one building has been tagged as a domestic violence facility, and 15 as a gender-based violence facility. That’s not because these facilities don’t exist—it’s because the men mapping them don’t know they do, or don’t care enough to notice.

The article also points out other types of data that tend to be part of maps worked on by women compared to other genders. They are more likely to point out safe and unsafe areas, know where certain types of services are available, such as health clinics, and even where children tend to play. In other words, maps worked on by women tend to have a different focus and, in some ways, a richer data set.

Wage Map by Florence KelleyWage Map by Florence Kelley
So why bring this up in a D&D blog? Well, maps are a common feature not only of individual adventures but also large world-building source books. While it's common to think of them as "unbiased," are they? If they do have bias, what bias might they have? Also, as we see a resurgence of "biased" texts, such as having entire supplements from the point of view of a particular character of the world, might it not make sense to have biased maps?

So here are some quick ideas using the article as a starting point:

  • Have game world maps and/or directory of services be from a particular cartographer or editor and available as handouts to the players. The points of view of the characters can add richness to the world and suggest that there may be more for the players to uncover.
  • When coming up with points of interest, consider what is of interest to various groups? This could be as simple as looking at the types of places discussed in the article as being more likely to be of interest to women. It also could mean thinking about what a giant would look for in terms of accommodations versus say a pixie.
  • Using something like tracing paper or transparencies might help building layers.
  • If the characters tend to be in the same locale, suggest that the characters could keep a map of important events that have happened to them in that area. This could be similar to the location building that is used in games such as Dresden Files RPG.

Interested in learning about some of the women who have shaped our view of the world? Here's a great starting point of women cartographers.

Crafting Wilderness Maps

As you might remember from my much earlier article about creating homemade dungeon tiles, I love to find ways to combine art playtime with gaming. Over the past couple of years, I've been spending a bunch of time watching papercraft and art journal YouTube videos and recently had the time and supplies to try out something new, papercraft wilderness maps.

D&D wilderness maps tend to be hex based instead of the squares typically used for dungeon/battle maps. Hex maps have a long history in war games as well as a number of board games and computer/video games.

I had been trying to figure out a way to create hex maps using some of the mixed media techniques I learned. Recently I've been able to dig out my Gelli Plate for the first time and I had a bit of a eureka moment. For those who are unfamiliar, Gelli Plates are a gel printing surface used to create monoprints, essentially one time prints. Every print from the plate will be unique. While a variety of media can be used on the plates, I've been using craft acrylic paint. You can also use a wide variety of print surfaces.

The key about Gelli plate based monoprinting is creating layers. In its simplest form, this is done by applying thin coats of paint to the surface of the plate and then putting down the surface to be printed. The paint will transfer from the plate to the paper. While this will provide some visual texture, there are other ways to add texture including using soft tools to make marks in the paint, or as you'll see in the examples, using stencils.

One of the reasons I decided to use this particular technique is that the variances in the print can provide visual interest while reducing the possibility of overthinking things or seeking perfection. Most of the time the plate is a rather blunt instrument.

For this example, I decided to use the pages from a law textbook a neighbor threw away. I decided to create green (for forest), blue (for water), and yellow (for developed land).

I used stencils to provide some patterns on the pages, doing two presses per stencil use. The first press got the paint not covered by the stencil. After removing the stencil, I took a second print which got everything left behind. Here's an example of both pulls on the same piece of tissue paper.

The printing process took about half an hour. I then let them dry. The next day I had some time to test out cutting the hexes. It's possible to cut them out using scissors after drawing a grid, but I recently got a craft die cutting machine and wanted to test it out. I bought a hex die (affiliate link) that fit the machine and cut the pages down to size. Here are some example hexes I cut out:

The top image in the collage are the hexes cut out of the monoprint examples. Notice how some of the text still shows through and the variations in the color, whether through variations in coverage or through the application of the stencil, produce some visual interest. However, given how lightweight the paper is, I might suggest adhering the paper to something thicker before cutting out or cutting out and then gluing down to a thicker medium. I also give some examples of using card stock (in this case, just manilla) and foam sheets (the material I used in the original homemade dungeon tiles post).

In this case, the die is a 1/2 inch one, the smallest I could find during my quick search. However, they do make larger ones. I saw 3/4 inch, 1 inch, and 2 1/4 inch. It looks like they are commonly used by quilters.

One thing to note is that I just did this particular round of examples as a test of how it might come out. This means I didn't concentrate too much on how to make a more "natural" map. So each hex is only one color. In the future I'd love to explore how to do hexes where the colors meet within the hex. I'm also interested in looking into how I can use some of my other dies to perhaps mimic that by cutting the hexes into smaller pieces but not in a straight line.

If you're interested in trying this out but don't have the supplies, talk to your friends to see who likes to scrapbook, quilt, art journal, create mixed media, or create cards. They may have a die cutting machine such as a Sizzix BigShot (what I used) and/or the Gelli Plate. Who knows, if they don't already play, you might be able to convince them to experience the map you create first hand, as a player.

Send feedback using the contact form or through twitter, @sarahdarkmagic.

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