by MarshalNey on Mon Apr 12, 2010 1:50 am
I like the draft's look and shape. There's plenty of empty space right now, which will be good for adding thematic artwork, description, etc (see next paragraph). The bonus values are okay, probably a bit high, but that depends of course on the overall gameplay that you want- if you like epic numbers of armies and large maps, you really could go even farther than this.
Oh, and by the way, playing test games on a real-life board version is brilliant. That kinid of preparation shows both commitment and solid thought.
Now for some critique. The names are fine, but other than an obvious fantasy naming convention, the map lacks flavor. The gameplay right now is straight-up standard; there's nothing unique in the way a game will play out (although I really like the split bonus region in the "west").
In order to gain the support it needs, this map will need some context with which players can identify. "Central Skyatica", "Northern Caprinthia", "Tryanar"... these names sound like anything out of a D&D Forgotten Realms novel, without any of the pages of description to make them seem real.
Now, of course you don't have pages to describe these places, but you could convey at least a sense of what this land is like. Here are some of my questions-
1) Climate- is it cold or hot? Moist or dry? (I do see a desert and an oasis, so I'm leaning towards the latter) Color tones and texture could provide visual cues to a player about climate.
2) Topography- I see mountains, and I think I see rivers. The mountains are pretty explicitly impassable, but are ther impassable rivers? Are there any other geographical features... marshes, plains, hills, forests, canyons, cliffs, waterfalls, lakes, steppes, caverns, harbors, volcanoes, badlands, dunes or quicksand? A map can include some of these in the background to spice up each region... they could even have gameplay purpose perhaps.
3) Flora and Fauna- Fantasy settings often include fantastic creatures or vegetation. Are there monsters? Are they aggressive, do they form packs? Are they malevolent or intelligent? For instance, are there any vampires, witches, goblins, haunted vales, etc.? Are there mystical forces of nature in this map? Any cursed mines, or isle of dreams, or holy ground? Any poison swamps or diseased forests?
4) Settlement- where do the bonuses come from? Population centers? Are there cities, towns or just tribes? Any trading posts, ports, toll bridges or guildhalls? Any shrines, temples or cathedrals? Naming a territory or two as a city or other settlement- along with an appropriate graphic- is a simple way to enrich the map.
5) Military- Are there castles, keeps or forts? Any large walls or series of outposts to act as a line of defense? Any long tunnels, or mystical gates?
6) Political Structure- are the bonus regions kingdoms or ethnic divisions? Is there some kind of empire in play? A rebellion perhaps? Does religion play a part? Are there races other than humans (or are there any humans at all)?
7) Technology and Magic- what sort of weapons do these people use to fight each other? Are they mundane or fantastic? Are there dragon summoners or armies of undead? Is there "steampunk" technology, like airships or Rube-Goldberg gunpowder weapons? Is the setting futuristic, Renaissance, High Medieval, Hellenistic (Roman/Greek technology), Ancient World (Egyptian), or pre-civilization (Conan the Barbarian-esque)?
You don't really have to answer all of these questions, but if you take a stab at a few of them, I think you'll find a lot of little things you could add to the map to make it come to life. Then, when a player conquers Skyatica, she'll get a vision in her mind's eye of taking a battalion of dragonriders into the swirling clouds that cling to the impossible hovering citadels of that land, rather than taking over a small purple-blue blob in the middle of a bigger purple-blue blob.
Plus, the more defined your background for the map, the more possiblility for other gameplay ideas you'll likely have.
Best of luck with the map, I'm pulling for this one.