MU Soapbox

    • Register
    • Login
    • Search
    • Categories
    • Recent
    • Tags
    • Popular
    • Users
    • Groups
    • Muxify
    • Mustard

    Grid Construction and Planning

    MU Questions & Requests
    12
    39
    10651
    Loading More Posts
    • Oldest to Newest
    • Newest to Oldest
    • Most Votes
    Reply
    • Reply as topic
    Log in to reply
    This topic has been deleted. Only users with topic management privileges can see it.
    • ZekeTheG33k
      ZekeTheG33k last edited by

      So I'm starting to layout a bit of the basic structure of a grid. My game is based in San Fran. Now in the original iteration of the game, we used a map layout used by Night & Fog, with permission, and I lost that original layout. So I have a question, how would you design the grid?

      Any thoughts are welcomed.

      Pay no attention to me. I'm old, jaded and generally unfriendly. I am prone to fits of stupidity, but I am still unique, just like everyone else. ~~ Current President of the Anti-Faraday fan club.

      tragedyjones lordbelh 2 Replies Last reply Reply Quote 0
      • tragedyjones
        tragedyjones @ZekeTheG33k last edited by

        @Seamus I can tell you how I did the layout for City of Fog and Blood. But I don't personally think it was the best choice in retrospect. I am more and more becoming anti-grid.

        I'm a rodeo clown.

        1 Reply Last reply Reply Quote 0
        • ZekeTheG33k
          ZekeTheG33k last edited by

          My concern is that the original Twilight Moons' grid was HUGE. And I don't know if that's the way to go now-a-days.

          Pay no attention to me. I'm old, jaded and generally unfriendly. I am prone to fits of stupidity, but I am still unique, just like everyone else. ~~ Current President of the Anti-Faraday fan club.

          tragedyjones 1 Reply Last reply Reply Quote 0
          • tragedyjones
            tragedyjones @ZekeTheG33k last edited by

            @Seamus said in Grid Construction and Planning:

            My concern is that the original Twilight Moons' grid was HUGE. And I don't know if that's the way to go now-a-days.

            It isn't.

            I'm a rodeo clown.

            Cobalt 1 Reply Last reply Reply Quote 0
            • lordbelh
              lordbelh @ZekeTheG33k last edited by

              @Seamus Less is more. Don't have big sprawling grids where the majority of the grid locations see no use what so ever.. If you have more than 10 area grid squares you've gone too far. You could probably make do with half that. Pack them full of places and stuff instead.

              1 Reply Last reply Reply Quote 0
              • ZekeTheG33k
                ZekeTheG33k last edited by

                So what districts of San Fran would be the most desirable? I want to have a Chinatown to incorporate the Beast Courts., but beyond that I'm kind of open.

                Pay no attention to me. I'm old, jaded and generally unfriendly. I am prone to fits of stupidity, but I am still unique, just like everyone else. ~~ Current President of the Anti-Faraday fan club.

                Bobotron 1 Reply Last reply Reply Quote 1
                • Bobotron
                  Bobotron @ZekeTheG33k last edited by Bobotron

                  @Seamus
                  Do your San Francisco up by districts, and if necessary, break those districts down into sub-areas. I was looking at San Francisco as a setting for the original vampire game I'm doing before I switched to NYC, and ended up coming up with some areas (I found a district/neighborhood map) and then was going to fluff it internally for what goes where.

                  The maps I used (data hoarder!) were:
                  http://vanderwal.typepad.com/.a/6a00d83455b30d69e2016302d93602970d-800wi

                  and

                  http://www.thecitrusreport.com/wp-content/uploads/2010/05/san-francisco-on-a-sheet-blue.png

                  ETA: https://s-media-cache-ak0.pinimg.com/564x/1f/b2/4e/1fb24e210a93bd57f7e6dd3f024625e6.jpg

                  Might be useful for you.

                  Coin 1 Reply Last reply Reply Quote 1
                  • Coin
                    Coin @Bobotron last edited by

                    @Bobotron said in Grid Construction and Planning:

                    @Seamus
                    Do your San Francisco up by districts, and if necessary, break those districts down into sub-areas. I was looking at San Francisco as a setting for the original vampire game I'm doing before I switched to NYC, and ended up coming up with some areas (I found a district/neighborhood map) and then was going to fluff it internally for what goes where.

                    The maps I used (data hoarder!) were:
                    http://vanderwal.typepad.com/.a/6a00d83455b30d69e2016302d93602970d-800wi

                    and

                    http://www.thecitrusreport.com/wp-content/uploads/2010/05/san-francisco-on-a-sheet-blue.png

                    ETA: https://s-media-cache-ak0.pinimg.com/564x/1f/b2/4e/1fb24e210a93bd57f7e6dd3f024625e6.jpg

                    Might be useful for you.

                    This is how we built Eldritch. i actually had each large area composed of 2-3 grid squares, and then within each grid square, people could make their neighborhoods, which focused and added details.

                    "Excuse the hell out of you. He's a bag of dicks. I'm a carefully curated box of cocks." -- to @GirlCalledBlu upon being misrepresented.

                    Bobotron 1 Reply Last reply Reply Quote 0
                    • Bobotron
                      Bobotron @Coin last edited by

                      @Coin
                      Yeah; you get variety and locales for people to build out from but you don't get minutiae of a room being '5th and Vine' like I've seen on games.

                      With Houses, I'm doing NYC in the same vein; looks like I'll have 9 areas, with 2-4 rooms each. Like, Midtown Manhattan is set to be made up of Gramercy, Hell's Kitchen, Midtown Center, Greenwich Village and Chelsea.

                      Roz 1 Reply Last reply Reply Quote 0
                      • ZekeTheG33k
                        ZekeTheG33k last edited by

                        Well I wasn't doing the 5th And Vine approach. The old TM grid, had "Castro" "Haight-Ashbury" etc as core areas, and then each neighborhood was built off that 'single' core room for the area.

                        Pay no attention to me. I'm old, jaded and generally unfriendly. I am prone to fits of stupidity, but I am still unique, just like everyone else. ~~ Current President of the Anti-Faraday fan club.

                        Bobotron Thenomain 2 Replies Last reply Reply Quote 0
                        • Bobotron
                          Bobotron @ZekeTheG33k last edited by

                          @Seamus
                          And that's fine. It was more an anecdotal about grids and huge size and minutiae. Some of the rooms are small enough that you could probably get away with just one room for what it is, and then combine some of them under one larger moniker perhaps.

                          1 Reply Last reply Reply Quote 0
                          • ZekeTheG33k
                            ZekeTheG33k last edited by

                            Oh TM we had 31 neighborhood rooms, and then umpteenbillion sub-rooms in each one, for businesses homes, apts, etc. Our grid massive, lol.

                            Pay no attention to me. I'm old, jaded and generally unfriendly. I am prone to fits of stupidity, but I am still unique, just like everyone else. ~~ Current President of the Anti-Faraday fan club.

                            1 Reply Last reply Reply Quote 0
                            • Tat
                              Tat last edited by

                              My personal philosophy of a grid is that it should be large enough to give people a clear vision of your setting and to spark ideas for RP, but not so large that no one can remember where things are or that they can get lost.

                              Couple this with a couple of flexible TP rooms (or whatever you want to call them) that can serve as anything players want, and re-visit your grid in 4-6 months.

                              The last game I ran had a grid I really liked - but several months in, I realized that while we had a lot of great different social spaces, we didn't have good spaces for characters who were quieter or introverted to publicly run into other characters, so we added some. Players are great for identifying what's truly missing after some play, too. So are those TP rooms - is there anything that's getting used consistently?

                              Generally the idea of breaking a city down into 'districts' and then building rooms off of them works really well in my opinion. We're set in NYC (primarily Manhattan), and our grid has Harlem, Upper West Side, Central Park, Midtown, Greenwich Village, Mutant Town, Lower East Side, Brooklyn, and Queens.

                              If I were going to do it again, I might leave off a lot of those northern bits, because they get very little RP. Our focus is in Mutant Town, and so the areas around there get RP. Do you know where the 'center' of your RP is likely to be? I'd build that up more and go thinner in other areas.

                              As far as San Francisco in particular, it's nice because it's already got neighborhoods with really distinctive personalities. Check out maps and then look them up on wikipedia for flavor.

                              Offhand, I'd probably do:

                              • Chinatown
                              • Mission
                              • Downtown
                              • Fisherman's Wharf (maybe 'North Waterfront' with this a room in it)
                              • Haight Ashbury
                              • Castro

                              If you want slightly bigger, you could add:

                              • Presidio
                              • Soma
                              • Sunset
                              • Sausalito
                              • Oakley
                              • Berkley
                              1 Reply Last reply Reply Quote 0
                              • Roz
                                Roz Banned @Bobotron last edited by

                                @Bobotron said in Grid Construction and Planning:

                                @Coin
                                Midtown Manhattan is set to be made up of Gramercy, Hell's Kitchen, Midtown Center, Greenwich Village and Chelsea.

                                one of those places is not in midtown OH GOD NO I AM BECOME THAT NEW YORKER

                                1 Reply Last reply Reply Quote 0
                                • Thenomain
                                  Thenomain @ZekeTheG33k last edited by

                                  @Seamus said in Grid Construction and Planning:

                                  Well I wasn't doing the 5th And Vine approach. The old TM grid, had "Castro" "Haight-Ashbury" etc as core areas, and then each neighborhood was built off that 'single' core room for the area.

                                  You know, I still really disliked that grid. There were more than a few times, call it about ever fourth scene I had on the game, where we had to decide what the room was at any given time. The Temproom code is because of this game's grid, so that I might never have to do it again.

                                  “If you wish to make an apple pie from scratch, you must first invent the universe.”
                                  ― Carl Sagan, Cosmos

                                  ZekeTheG33k 1 Reply Last reply Reply Quote 0
                                  • skew
                                    skew last edited by

                                    I like the idea of building a grid based on points of interest, not geographical locations. When helping construct BITN's Grid, we basically reviewed the area (admittedly large) and found the sites/towns that were interesting, and put those into the game. I then compiled a spreadsheet of all the different sites, and listed out a "type" for them, and reviewed that list to make sure I had "something for everyone". Poor area, rich area, wild area, commercial area, etc. From there, we had players requesting additional areas, and I believe it worked pretty well.

                                    The grid became more about what was conducive to play than what was realistic. You'd skip a dozen towns/places/areas going from point A to point B, but there was very little value in that. I like to think of it a bit more like Baldur's Gate's map, rather than a logical map of the city. Skip over a few miles, cause they're boring (or more likely, redundant).

                                    So, maybe shoot for 5-10 neighborhoods (those are your "grid squares"), and then shoot for a few locations within each. Assuming, of course, your game works like that!

                                    More practically, use tools to build your grid! For individual rooms (and/or small builds), I have a tool, here: http://musoapbox.net/topic/850/a-tool-for-grid-building-digging

                                    For doing big areas at once, use MUSHroom: http://mushcode.com/MushRoom

                                    If you'd like any advice on either, feel free to give me a poke. Just a TOW BIG WARNINGS on MUSHroom: if you choose to start from the current room instead of a new room, it will overwrite your current room and if you create a big space in MUSHroom, you will eat up your input buffer. Break it down to sending 30-50 lines at once, otherwise you'll end up unsure where it cut off.

                                    Cheers!

                                    Collective 1 Reply Last reply Reply Quote 2
                                    • ZekeTheG33k
                                      ZekeTheG33k @Thenomain last edited by

                                      @Thenomain You played on Twilight Moons, Theno?

                                      Pay no attention to me. I'm old, jaded and generally unfriendly. I am prone to fits of stupidity, but I am still unique, just like everyone else. ~~ Current President of the Anti-Faraday fan club.

                                      Thenomain 1 Reply Last reply Reply Quote 0
                                      • Collective
                                        Collective @skew last edited by

                                        @skew said in Grid Construction and Planning:

                                        For doing big areas at once, use MUSHroom: http://mushcode.com/MushRoom

                                        If you'd like any advice on either, feel free to give me a poke. Just a TOW BIG WARNINGS on MUSHroom: if you choose to start from the current room instead of a new room, it will overwrite your current room and if you create a big space in MUSHroom, you will eat up your input buffer. Break it down to sending 30-50 lines at once, otherwise you'll end up unsure where it cut off.

                                        Cheers!

                                        I'm curious, are you running Windows 8 or 10? Because I'm using Mushroom and I ended up having to set up a Win 7 box on a laptop to get it to run. If I can avoid that, it would be awesome.

                                        Bobotron skew 2 Replies Last reply Reply Quote 0
                                        • Thenomain
                                          Thenomain @ZekeTheG33k last edited by

                                          @Seamus said in Grid Construction and Planning:

                                          @Thenomain You played on Twilight Moons, Theno?

                                          Did I? No, I meant Victorian Reverie. Did I get you confused with someone else, again? I was worried that I might've.

                                          “If you wish to make an apple pie from scratch, you must first invent the universe.”
                                          ― Carl Sagan, Cosmos

                                          1 Reply Last reply Reply Quote 0
                                          • ZekeTheG33k
                                            ZekeTheG33k last edited by

                                            Yeah, my Ex, Traveling Man ran Victorian Reverie.
                                            I ran Twilight Moons, back in the day.

                                            Pay no attention to me. I'm old, jaded and generally unfriendly. I am prone to fits of stupidity, but I am still unique, just like everyone else. ~~ Current President of the Anti-Faraday fan club.

                                            Thenomain 1 Reply Last reply Reply Quote 0
                                            • 1
                                            • 2
                                            • 1 / 2
                                            • First post
                                              Last post