3D-Cities (was Re: Esvulari and God Forgot)

From: jorganos <joe_at_0c6oI3hx0bkCvONaGjFWVb3cPH_2fGc6SxRBqRU4Gzj8d-wUb9QzLr3PVJBISDG1eypQAgn9>
Date: Mon, 15 Aug 2011 13:58:45 -0000


> Thieves World had lovely maps. Absolutely lovely. However, the RPG supplement has been out of print for well over 20 years and I don't really feel any need to rely on it for any discussions of Refuge.

Using Thieves World: I wish my French was better so I could translate the Guillaume Fournier article from Tatou, simply because it is a good example how to adapt a non-Gloranthan source into your own Glorantha campaign. And those lovely pictures deserve a reprint, too.

(The actual content has RQ2isms and RQ3isms which aren't too up to date any more. But the same is true for parts of Pavis, and of course for Apple Lane and the Sazdorf Ruins.)

The maps are out of print. With modern technology, it is not hard to create a functional hypertext map from the graphics accompanying that article, with a Gloranthanized contents - one of the features in the Thieves World package was the module "RuneQuest Cities", also originally by Midkemia Productions. Basically a guideline how to populate believable cities using a few tables for random events... could be adapted to modern technology, too. Maybe even as an interactive PDF, definitely as a web application, and with occupation tables adapted to Gloranthan cultures.

Heck, with Google Sketchup you can create the facades and buildings so that you can walk through the place, using Google Earth as interface. I have a fairly well-developed 3D model of Caernarfon (used for the Karse supplement) on a hard-drive I hope I'll be able to access again. Wasn't that hard to create, although I made the mistake not to define the terrain contours before pulling out the floorplans into blocks that would get roofs afterwards.

The same can be done with any decent historical woodcut of city views. Reminds me to finally do the city of Kiel at the end of its (failed) Hanseatic period for Leskos, one of these days.

The real work is in establishing the connections between prominent city inhabitants and the other characters. Or rather, creating a tool to do that while you explore and populate the city.            

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