Campaign Cartographer: First Impressions

I am always looking for new worldbuilding tools. Am I substituting more tools for actually working on things? Probably, but it is fun.

There are a lot of worldbuilding tools out there, and figuring our which will best suit your workflow is tough. Personally I seem to just buy all of them, but that doesn’t mean you should have to. So, is Campaign Cartographer worth it?

I’ll be honest I had no idea what it was until ProFantasy started advertising their stay at home bundle. Now, compared to Wonderdraft these programs are expensive. But I got their map maker, city maker, and dungeon maker for about $60 on sale. Still not terrible considering all the included art assets.

I poked around online for some reviews. I wasn’t entirely thrilled by what I found but looking at the screenshots I really liked the art. A lot of it conjures up images of classic fantasy maps. That said, there’s still a lot to learn about making them.

On first glance the UI is anything buy modern. It’s not like wonderdraft were the icons immediately hint at what they might do. It takes some tinkering and a few checks of the manual to figure out. I don’t know about you, but as dated as this UI looks, to me it just oozes functionality.

I know it seems old but just look at how functional it is!

But that doesn’t mean it’s easy to use. After a few minutes I was able to figure out how to draw land masses and to add rivers. I wouldn’t say that they look any good, but I’m getting the hang of it.

While the UI is very different there do seem to be a lot of similarities when compared to Wonderdraft.

The most important shared advantage of the two are the art assets. Having premade icons for towns, houses, bridges, and what not are a huge timesaver. And just like wonderdraft it’s hard at first to figure out how to best use these assets and still seem original.

As long as you’re careful about what order you add assets in there is a lot you can make with just a small set.

Just like with Wonderdraft, the key is to experiment. After a few tries I think you’ll find that it’s easy to combine these assets to create something original. The trick is to be patient and not be afraid to start over. I know always want my first attempt to be the last but I don’t know of any project that doesn’t need a few edits.

So is campaign cartographer worth it? Is it better than Wonderdraft? To be honest with you, I don’t know. I can see already that both have a lot of potential, and Campaign Cartographer wouldn’t have lasted this long if it didn’t have potential. For me personally, I’m already enjoying Campaign Cartographer simply because it’s easier for my computer to run.

I’ll post a full review once I’ve had time to fully explore its features. For now it seems clear to me that Campaign cartographer has a lot to offer. Picking it up on sale and seeing if it’s right for you might not be the worst idea in the world, but be warned that it will take some getting used too. And right now they’re even featured on Humble Bundle!

Have you used Campaign Cartographer or Wonderdraft in the past? If so, do you have any advice you could give me? I’m always looking to learn. You can find me on twitter @expyblog. If you liked this review you can help support this site at the cost of a cup of coffee.

Red Suns: Swiss Army Space Ship

I just realized that I forgot to the connect the ring to the center of the ship…oh well, I’m keeping it.

I’m always tempted to design every single ship and vehicle that I plan to have appear or even not appear in a setting. What this really means is that I just end up not designing any of them. So instead this time I’m trying to focus on making a few representative ships instead.

This one in particular is what I’m going to call the Swiss Army Space Ship for now, as ships like it were vital to the settling of other planets in the early days of Red Suns.

The design is modular and generic in appearance by design. It does most things well enough to get by, but will always be outperformed by a purpose built ship. These ships are suitable for exploration, carrying cargo and passengers, mining operations, and even some light patrol duties if absolutely necessary. This image in particular shows a ship with enough habitat space in the ring for about a hundred people and a compliment of orange shipping pods held to the hull by latches. When “stationary” the ring spins to simulate gravity. However, under high acceleration the sections of ring can rotate so that the sensation of gravity is provide by the motion of the ship instead.

In place of these pods, other ships might have small hanger bays, manufacturing equipment, enhanced sensor suites, added weapons, or even another ring. The ships also come standard with a compliment of eight auxillary pods suitable for moving people and cargo to other ships as well as a pair of shuttles for landing on a planet surface. In practice though it would be more practical to dock with a local space elevator.

An important this to note is that these ships are not at all dedicated warships. Their light armament is enough to intercept missiles and may scare of pirates, but the ring in my mind is far to vulnrable to attack for the ship to safely fulfill any sort of combat role. That said, the ship’s owner would find it easy to modify the cargo pods with a few nasty surprised for any would-be attacks.

The cost of the ship is the hardest part to figure out. I haven’t given currency in this setting much thought and honestly I am trying no to. The trouble with mentioning specific numbers is that you’re just setting yourself up to forget them later. I do however want a ship like this to be affordable enough that they can be owned by private citizens. Maybe not a new one though, there are enough of these ships in circulation that finding and buying a used one shouldn’t be too hard.

Making Magic

There are a lot of ways to design a magic system, but to me the biggest decision to make has been Hard vs Soft. Should it have clearly defined rules and spells, or should everything be a little looser?

In general I’ve gone with the later, influenced by books the the Farsala Trilogy and the Sea of Trolls that I read while I was in middle school. I really like the idea of magic that consisted of some sort of hyperawareness of the environment and an ability to tell it what to do.

Because of this most of the settings I’ve made over the years have some sort of soft magic system with some animistic qualities thrown in. The problem? I’ve made them all the same. I’ve set aside a lot of projects over the years and I think it’s because I lost interest in them, because I kept making worlds with the same elements over and over again.

I also think that the stories I intend to tell in these settings end up suffering because of this. Too often the only cost to magic that I impose is feeling tired. That’s not really much of a cost. Why don’t I make it first born children or lost limbs, or beetles? There are a lot of possibilities that I have been largely ignoring.

So it’s time to switch to making systems that are a bit harder, something with more rules. As I’ve thought about it more I have realized that part of the problem is laziness on my part. The magic should make sense in the setting and add something to the story, and I’ve honestly run out of things to impose on the system I keep using again and again, but I also don’t want to take the time to define the costs and limits of the system. So I am making a very late news years resolution and I’m going to try some new things with my worldbuilding.

I’m thinking of starting with a little vancian magic first.

Red Suns: Faster than Light

I’ve often said that scale is an important thing to think about, especially in science fiction settings. It should be no surprise then that I spent a lot of time thinking about how I wanted faster than light travel to work in Red Suns.

For this setting I was aiming for a similar feel to the Forever War, where ships might be dozens or hundreds of light years from home and far from support. At the same time, I wanted star systems to be interconnected enough for interstellar trade and diplomacy to be practical.

Settlements end up clustered around major trade routes, even if the planets aren’t ideal.

Eventually I decided that ships in this universe will move between stars with something called the Bulgarin Drive. These drives work by warping space around a ship in such a way that the ship can move faster than light. Travel still takes time however, and in order to save myself from making any embarasing mistakes about distance I’ve decided that distances will be thought of mainly in the time it takes for a ship to reach its destination and that these travel times are partially determined by the skill of the ship’s navigator.

The effectiveness of Bulgarin Drives are strong affected by nearby gravity wells. Massive objects disrupt the bubble of warped space around a ship and so this determines what routes are possible. Before departure a ship may have to maneuver at sublight speeds for a signifigant amout of time before it reaches an adequate departure point, then it activated it’s Bulgarin Drive. Then months or even years later it arrives as close to it’s destination as local gravity conditions will allow.

This gravity-dependent behavior leads to three points that I am eager to exploit in worldbuilding and in story telling.

  • The limited number of acceptable arrival points in a star system creates opportunities to ambush ships as they drop out of FTL.
  • Smugglers and infiltrators can choose to take a longer route into a system if it means avoiding more well traveled areas of space.
  • In certain regions of space local gravity conditions align in just the right way to allow even faster FTL travel.

This third point is especially important for what I have planned in this setting and I’ve made a quick map of one of these Gravity Hyperlanes below.

Under normal conditions travelling from one end of this lane to the other might take a year for example, but because local conditions are just right the voyage can be accomplished in just six months.

My intention is for patterns of human settlement to be based around these hyperlanes. Easy travel will mean that colonies cluster around these lanes even if the systems are not ideal settlement sites, while the rare handful of Earth-like planets will be able to develop into self-sufficient units even if separated from these lanes.

After reading all that you might wonder how messages are transmitted. If a ship may take years to reach its destination then what about an email? Large amounts of data will still need to be carried by special courier ships, but short messages can be transmitted without needing to wait.

Bulgarin Transmitters, which work according to similar principles as the aformentioned FTL drive, are able to transmit short text-based messages nearly instantaneously with just two main limitations.

  • Messages have to be short. The transmitters require a lot of energy to work, so ships will have only have their transmitters active for short times. Receives can be kept on continuously however.
  • Messages need to be encoded. These transmitters suffer from a large amount interference so in order to receive messages intact they are transmitted in short bursts resembling old telegraph signals.

There are likely some flaws with this FTL concept that I’m not seeing, and it wouldn’t work for all settings, but I think it fits my rather well. It gives characters a way to communicate with some limitations, allows them ships to travel with reasonable speed. And most interesting to me, it will make spacers into a separate subculture of their own. Being gone from home for years and aging at different rates due to relativistic effects will quickly set them apart from their friends and family back home and I’m excited to explore this as I continue to build the setting.

Red Suns: Early Ship Design

In my last post I shared the design for my Lunar Cold War bunker built just before the beginning of world war three. This time, I thought I’d share my vision for some of the space craft that would have existed around the same time period.

The image above is meant to be applicable to both NATO and Soviet spacecraft designs. The specifics might be different but the general idea is the same.

My thinking with this design is that the vessel would carry five crew members; one pilot, three gunners, and one radio operator. The craft has two rotary cannons that make up its primary armament and also has a pair of missile pods that could be used for attacking space stations and other relatively immobile targets.

Also, you’ll notice that this vessel doesn’t seem to be designed with landing in mind. For the most part, this should would have operated from space stations or been reached by small cargo modules launched from Earth bring fresh crew and supplies.

For the most part this ship would operate in Earth’s orbit. The insides are cramped and the engines slightly under-powered, by that’s alright for a ship that will rarely go past the moon. Ships of this type might find themselves going on patrol, escorting larger ships, repairing satellites, disabling enemy satellites, and attacking orbital launch platforms.

I think it’s really interesting to envision the types of craft that would exist if we imagine the space race continuing beyond the moon landings. I have a few more ideas for these early ship designs, and I’ll be posting the setting’s FTL mechanics soon. So stay tuned for more updates!

What do you think about these worldbuilding ideas? What would you do differently? Let me know on twitter @expyblog.

Red Suns: A Retroscifi Adventure

Lately I’ve been working on a little side project titled Red Suns. It’s a retroscifi setting where the Cold War turns hot following a malfunction in one side’s early warning systems. By the time anyone realizes what happened it’s too late. Earth has been devastated by nuclear war and the conflict continues in orbit and on the moon’s surface.

Before the war began both the Americans and Soviets had been building an extensive infrastructure in space and on the moons surface. This included defensive lines on both sides of an agreed upon Lunar Demilitarized Zone. On the American side a large number and variety of defensive installations were built before the war started, the Soviets on the other hand were still in the process of building their fortifications when the war broke out.

After the war Earth ceased to be a viable home for the human race and efforts to explore space were quickly accelerated. As humanity spread throughout and beyond the solar system it continued to be divided along the old NATO/Pact line, with a handful of neutral and independent parties caught in between.

Some details still need to be worked out and I want to eventually insert it into some kind of lunar landscape. But you get the idea.

This particular bunker was designed with anti-vehicle operations in mind. A 20 mm auto-cannon and a trio of surface-to-orbit missiles make up its main armament. It had a crew of just four, who were rotated out regularly using the train seen in the bottom left.

Power was supplied by a small nuclear reactor that runs off of easy to handle uranium cartridges that can be switched out as needed by the crew. This reactor was capable of powering both this bunker and it’s neighbors in the even that the larger grid is disrupted. The bunker was also home to fairly powerful computer that provide’s guidance to the bunker’s missiles.

There were a few but not many options for crew comfort, you will notice a small kitchenette in the habitat section, and if you zoom in far enough you’ll see some personal items in some of the bunks.

This design did come with several issues however. While most supplied could be brought to the bunker by train, the missiles could only be reloaded by crews working on the surface. Similarly, while the turret could be operated and reloaded internally, most maintenance could only be conducted from the outside. In this timeline, these bunkers did their job until they eventually fell victim to orbital bombardment.

I’m still ironing out some of the basic ideas of this setting and I am interested in hearing you ideas. For example, the specifics of FTL have yet to be worked out, but I am currently mulling over slow(ish) modes of travel with a handful of faster “express” lanes. If you have comments or suggestions feel free to get in touch on twitter @expyblog.

I made a One-Page RPG!

Making an RPG is something I’ve been thinking about doing for awhile. A few months ago I started compiling a short setting book for Sprawling Iron, but that is taking awhile and it will be quite some time before I get all the writing for it done and finalize the maps. In the mean time, I’ve made this 1 page RPG and plan to make a few others as I have time. This one is called Before the Mast, and is set in Catatera, a mobile city made up of hundreds of loosely affiliated ships that endlessly circles the globe.

I’ve included the pdf here for anyone who wants to try it. There has been exactly 0 play testing, so any feedback would be very welcome. Find me on twitter @expyblog and let me know what you think!

Pirates…In Space!

Who doesn’t love a good brigand? Whether they are a robinhoodesque crusader or someone who is only looking out for number one, we seem to love pirates. So what about pirates in space? A lot of science fiction seems to treat space like an ocean. There are plenty of reasons to love these tropes, but they do present a challenge for worldbuilding. There is no reason why your science fiction can’t have hordes of swashbuckling brigands, but you should still attempt design your world in such a way that allows their escapades to make sense.

Treasure Planet had a wonderful age of sail aesthetic. Unfortunately, it does require a lot of worldbuilding to make believable. Source

For piracy to exist there needs to be something that is worth moving before star systems. Travel between planets, or even star systems, would be horrendously expensive, dangerous, and may take years depending on what kind of FTL your universe has. With so many risks inherent in moving goods from one place to another there has to be some reward.

In order for piracy to work there need to be reasons for a ship to stop. False distress calls are one way to do this, but might quickly reach its limit. The other way is to create a universe where FLT is accessible but still has logical choke points. There are a few ways to make this work. Portals are the easiest.

Portals provide natural choke point. Areas where ships have to pass through in order to get from on planet to then other. In the case of The Protectorate or Star Gate this is somewhat artificial. But in a setting like the one we see in The Interdependency naturally occurring portals can be found. Here Scalzi presents a universe where ships are able to travel between stars thanks to what amounts to a series of interstellar tunnels that still require large chunks of travel time between portal and planet. While traveling between portal and planet, a ship may fall victim to pirates or to mutiny, but one would hope that designated exit points would allow the navy to keep a close eye on affairs.

Another option for navigation to be difficult enough that everyone uses the same well mapped trade routes. Star Wars works this way. In Star Wars, or at least in Legends, trade is focused on a series of major hyperspace lanes. This means that finding new hyperspace lanes or knowing of secret ones has incredible value, and that a blockade of a given lane or the ability to intercept ships in transit can wreak havoc with the local or even galactic economy. While pirates are not likely to have the ability to stop ships in transit, common and well traveled routes makes travel predictable and gives pirates the opportunity to intercept ships as they drop out of FTL.

Star Wars features well mapped trade routes and interdictor ships capable of pulling vessels out of hyperspace. It makes finding new or secret routes an important plot point, even if travel times seem a little too brief. Source

Now that we’ve covered how goods might be moved between planets, let’s talk about the why. What could be worth flying between stars?

Information can be transmitted between stars, and even if data needs to be moved on some physical media there is not really a reason to send a person instead of a drone. A story about software pirates would be hard to pull off, so we need a universe where moving physical goods between stars is worth the immense costs and risks that come with it.

Ideally, every new colony will be founded with the goal of one day being self-sufficient. Over time the settle core of systems should become major producers of food, finished goods, and raw materials, and this settled core should then be connected to the newer colonies by a network of trade routes designed to prop these new colonies up until they can support themselves. This begs the question of why the core planets care about founding and propping up these new colonies. For this reason I think for most pirate settings it helps to assume that trade occurs between a mix of developed worlds and struggling colonies, that colonies are set up with the goal of producing a specific resource, and that monopolies prevent many colonies from becoming fully self-sufficient.

Now let’s go through some good space piracy tactics. Assuming that colonies are dependent on their home worlds for support.

  • Distress Calls – space is huge, and dangerous. If a ship malfunctions in transit there might be little chance of rescue or of witnesses. A distress cal would not be out of place, and might even be seen by less than scrupulous captains as an opportunity for some illicit sabotage. All our pirates need for the ruse to be convincing is a an appropriately derelict ship. Once within range the pirates will be free to disable the approaching ship, or wait until a salvage team boards and can be taken hostage.
  • Sabotage – the easiest and safest way for pirates to operate would be to have contacts back on the home world. A few port workers on the payroll could ensure that incoming freighters come loaded with all manner of malfunction. Then when a freighter’s engines fail and its left drifting in space our favorites brigands will approach ready to “help.”
  • Mutiny – a mutiny could happen for a variety of reasons. The crew could be under paid and overworked, or could have cut a deal to steal their ship’s munitions cargo and sell them to local rebels, or might be trying to steal the ship’s load of vital pharmaceuticals to help their families instead of the local oligarchs. Mixing motives here offers opportunities to put a mix of corrupt and sympathetic characters in the ranks of the mutineers and play their conflicting personalties against each other.
  • Ambush – many flavors of FTL result in natural choke points. This is especially true if portals are involved. Incoming ships would have little idea of what is actually waiting for them just beyond the portal’s exit, and would have to trust in local security. In developed systems the jumping off point will likely be well policed, but worlds that exist on the periphery are much more likely to experience gaps in protection. FTL systems that require cool down times will result in similar, but likely more dispersed choke points. This gives pirates an opportunity to ply their craft with less threat of detection. Although locating targets would be more difficult in this situation.
  • Privateers – people love to make money and governments love to save costs if they can. Disrupting an enemy’s supply lines can be hugely advantageous, but in the vast expanse of space no force will be able to be everywhere at once. Privateers offer a low cost option to hinder the enemy’s activities without putting a faction’s own ships at risk. There are other advantages as well. In a setting where spaces are vast and travel times long, armed conflicts could go on for decades. Employing privateers allows governments to put distance between themselves and the actions they take against rival factions.

There are almost certainly other strategies for our space pirates that I have over looked. Technological advancements would surely create new opportunities for our brigands. If you have any ideas for how pirates could work in the far future I would love to hear about them on twitter @expyblog.

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Five Tips for Fantasy Map Makers

1. Mind the Rivers

Some worldbuilders spend years getting their plate tectonics and ocean currents just right. All of this can be fun, but you can make a convincing fantasy map without it. The thing you should really focus on is rivers. No one really cares if your ocean currents are off or your mountains aren’t in the right place. Rivers have an intuitive aspect to them that no other geological feature can match and because of this mistakes are easy to notice. To put it simply, rivers flow from higher elevations to lower ones. Most often rivers will flow into lakes, oceans, or other rivers. Rivers do not flow into a lake, wait around awhile, and then flow into a different river.

This is important because an incorrectly drawn river is jarring to look at even if you don’t know why, and because rivers are hugely important to civilization. Most major cities are built on rivers in order to take advantage of the farmland and transportation that they provide. This means that rivers can serve as a vital plot device, and as such their portrayal should not be ignored. Of course all of this can be ignored, it is your world after all, but I would advise making sure that you have a good reason for doing so.

2. Make Your Map Fit Your Story

People grow to fit their environment. You wont find horse-mounted nomads living in the mountains or naval powers in the middle of the desert. People do the best they can with the hand they are dealt. In fiction, we can decide what that best is and determine a hand that will enable it. There is of course fun to be had in drawing a map and simulating the evolution of civilization from the stone age to now, but that is not what most of us are doing. Most of us have a story we want to tell or an idea for a world we want to depict. There is no reason then to design a landscape that does anything other than to enable the story you want to tell. If you want your countries to be fighting for control of a major sea lane they there better be access to water and natural choke points. If you want your characters to venture to a distant mountain and fight a dragon then you better include a mountain or two within reach.

3. Choose a Realistic Scope

A lot of us like to think big. We draw a map of an entire world, solar system, or even galaxy and then set about filling all of it in. The problem here is that you probably wont use most of what end up writing. Trying to fill every corner of a world with detailed is fun, but ultimately futile. Above all remember that map is meant to be a reference for your players or readers, and the focus of the story is likely to only concern a small corner of the world.

Lately I have preferred to start with a single region or country that is going to be the focus of the setting. Once I have a solid idea of what that country will be I start to fill in its neighbors. Unless I have good reason to, I try to avoid writing detailed histories of these neighbors. I make a brief summary of their current state and history, and after that I try to only flesh out the aspects of this neighbor in areas where they intersect with the story I want to tell.

4. Pay Attention to Natural Barriers

Rivers aren’t the only feature on the map that shape a civilization’s development. What hinders movement in your setting can be just as important. Swamps, mountains, deserts, and seas are all important in imposing limits on an empire’s expansion, providing shelter for smaller groups, and providing places to hide all sorts of interesting dungeons.

Once barriers are in place, routes to circumvent them gain immense strategic and economic importance. Mountains, swamps, and other remote areas might also be where your world’s exiles and hermits choose to live away from society. Both of these provide opportunities for interesting conflicts or quests in a story or campaign. Characters and armies can be sent to secure and defend mountain passes, or might discover that the old hermit living in the swamp has the answer to all of their problems, but reaching him can be an entire adventure in itself.

5. Don’t Be Afraid to Change Things

Getting wrapped up in the worldbuilding is easy. It’s also easy to be disappointed. The finished product rarely resembles the initial concept and there is nothing wrong with that, except of course if you are not happy with it. If you getting into your worldbuilding and you realize that you put a mountain in the wrong place or your cities are too far apart. If you begin to get the feeling that your map is keeping you from writing the conflicts and plot lines that you want then by all means change it. Starting a new project by drawing a map can be a great way to start, but that map should not be a cage. Sometimes we need to make revisions, and it doesn’t do any good to get too attached to a map you have drawn. Keep it of course, even discarded ideas can be useful later on. Don’t be afraid to retcon the entire map if it no longer serves its intended purpose.