![Image 1 — First big Project - Dwarven City Trade Quarter [108x116]](https://preview.redd.it/99bikbrs75jh1.jpg?width=7776&format=pjpg&auto=webp&s=ffd8092b4420e2f9ba8d9c5b80b6ce5c6ea0a6f3)
![Image 2 — First big Project - Dwarven City Trade Quarter [108x116]](https://preview.redd.it/3zrfb5sr75jh1.jpg?width=7776&format=pjpg&auto=webp&s=5bb4dba7956a01d74219525a07d16720b330fc4e)
![Image 3 — First big Project - Dwarven City Trade Quarter [108x116]](https://preview.redd.it/c2ndt6rh65jh1.jpg?width=1920&format=pjpg&auto=webp&s=89cdd076d6a1d3d256a1048c997f3172196158e6)
![Image 4 — First big Project - Dwarven City Trade Quarter [108x116]](https://preview.redd.it/rgunyjuh65jh1.jpg?width=1920&format=pjpg&auto=webp&s=6242cc80b794cec86f558f96029457c8863574bd)
![Image 5 — First big Project - Dwarven City Trade Quarter [108x116]](https://preview.redd.it/betoxllh65jh1.jpg?width=1920&format=pjpg&auto=webp&s=b26005b768f737a3d4c44ef477c5561f22f95151)
![Image 6 — First big Project - Dwarven City Trade Quarter [108x116]](https://preview.redd.it/tt7t9knh65jh1.jpg?width=1920&format=pjpg&auto=webp&s=b5f756c6a9898905f6be222a68b9ddc52b063b2f)
![Image 7 — First big Project - Dwarven City Trade Quarter [108x116]](https://preview.redd.it/vqzy7oqh65jh1.jpg?width=1920&format=pjpg&auto=webp&s=4dc2e870ef88b90008a2170af7df1924ce1c709c)
![Image 8 — First big Project - Dwarven City Trade Quarter [108x116]](https://preview.redd.it/dzp9ktqh65jh1.jpg?width=1920&format=pjpg&auto=webp&s=d09afc4eb751eb41ab0b1b1968baa14147cf28f0)
![Image 9 — First big Project - Dwarven City Trade Quarter [108x116]](https://preview.redd.it/twb4uoqh65jh1.jpg?width=1920&format=pjpg&auto=webp&s=10627634e3965465098a7dcd6f567c82748f5f3f)
![Image 10 — First big Project - Dwarven City Trade Quarter [108x116]](https://preview.redd.it/dzjylpqh65jh1.jpg?width=1920&format=pjpg&auto=webp&s=71ac6aee35da182caa7f019321ae154bf9db376e)
![Image 11 — First big Project - Dwarven City Trade Quarter [108x116]](https://preview.redd.it/8wixeish65jh1.jpg?width=1920&format=pjpg&auto=webp&s=f1fad978ef49bbf02f020819f6e8703ef9aded20)
First big Project - Dwarven City Trade Quarter [108x116]
When I say big project, I probably mean too big. My PC was chugging by the end of this. Probably won't do a map this size again, but it was fun making it.
![Image 1 — First big Project - Dwarven City Trade Quarter [108x116]](https://preview.redd.it/99bikbrs75jh1.jpg?width=7776&format=pjpg&auto=webp&s=ffd8092b4420e2f9ba8d9c5b80b6ce5c6ea0a6f3)
![Image 2 — First big Project - Dwarven City Trade Quarter [108x116]](https://preview.redd.it/3zrfb5sr75jh1.jpg?width=7776&format=pjpg&auto=webp&s=5bb4dba7956a01d74219525a07d16720b330fc4e)
![Image 3 — First big Project - Dwarven City Trade Quarter [108x116]](https://preview.redd.it/c2ndt6rh65jh1.jpg?width=1920&format=pjpg&auto=webp&s=89cdd076d6a1d3d256a1048c997f3172196158e6)
![Image 4 — First big Project - Dwarven City Trade Quarter [108x116]](https://preview.redd.it/rgunyjuh65jh1.jpg?width=1920&format=pjpg&auto=webp&s=6242cc80b794cec86f558f96029457c8863574bd)
![Image 5 — First big Project - Dwarven City Trade Quarter [108x116]](https://preview.redd.it/betoxllh65jh1.jpg?width=1920&format=pjpg&auto=webp&s=b26005b768f737a3d4c44ef477c5561f22f95151)
![Image 6 — First big Project - Dwarven City Trade Quarter [108x116]](https://preview.redd.it/tt7t9knh65jh1.jpg?width=1920&format=pjpg&auto=webp&s=b5f756c6a9898905f6be222a68b9ddc52b063b2f)
![Image 7 — First big Project - Dwarven City Trade Quarter [108x116]](https://preview.redd.it/vqzy7oqh65jh1.jpg?width=1920&format=pjpg&auto=webp&s=4dc2e870ef88b90008a2170af7df1924ce1c709c)
![Image 8 — First big Project - Dwarven City Trade Quarter [108x116]](https://preview.redd.it/dzp9ktqh65jh1.jpg?width=1920&format=pjpg&auto=webp&s=d09afc4eb751eb41ab0b1b1968baa14147cf28f0)
![Image 9 — First big Project - Dwarven City Trade Quarter [108x116]](https://preview.redd.it/twb4uoqh65jh1.jpg?width=1920&format=pjpg&auto=webp&s=10627634e3965465098a7dcd6f567c82748f5f3f)
![Image 10 — First big Project - Dwarven City Trade Quarter [108x116]](https://preview.redd.it/dzjylpqh65jh1.jpg?width=1920&format=pjpg&auto=webp&s=71ac6aee35da182caa7f019321ae154bf9db376e)
![Image 11 — First big Project - Dwarven City Trade Quarter [108x116]](https://preview.redd.it/8wixeish65jh1.jpg?width=1920&format=pjpg&auto=webp&s=f1fad978ef49bbf02f020819f6e8703ef9aded20)
When I say big project, I probably mean too big. My PC was chugging by the end of this. Probably won't do a map this size again, but it was fun making it.
So if you're not aware, a while back some of the devs revealed that in the original draft of the game's story, almost the entire party would die in the return to Midgar at the end of Disc Two. The party you picked would survive, whereas everyone else would perish in the assault.
Whilst I think the team probably made the right decision by ultimately deciding against this, I'm fascinated by the idea of how this version of the game would play out. What kind of plot and character dynamics would develop with just three heroes left to face Sephiroth.
If you had the chance to play this version now, what two other characters would you bring to survive Midgar - naturally assuming Cloud is mandatory and HAS to survive.
Of course development realities limit just how deep the plot potential of this is. For most of the game the story doesn't have any idea who's in your party and each character has like, one line of dialogue to reflect how they're feeling at the time which the game promptly forgets. If you take Tifa into the Cave of the Gi, the game won't remember that and have any deeper exploration of her relationship with Nanaki because of it. So outside of some very specific examples (Barret living but Tifa dying, and vice versa) i'm not even sure we'd get dialogue about how characters feel about and react to others dying. I certainly wouldn't expect a lot of detail about Vincent feels about the death of Yuffie, for example.
Still, I find this idea fascinating and i'm curious who'd be your final three and for what reason? Which characters you like the most, the character dynamics you'd be most interested in seeing when they're the final three?
The TLDR Question
When using things like tokens, battlemaps, music .etc in your games do you put any effort into ensuring they are aesthetically consistent? Would you ask, suggest or enforce your players to adhere to this? As a player, do your care about your GM doing this at all?
More detail / Ramblings
Many TTRPG sessions will have the GM and players using some form of artwork to represent their characters and the world, especially if they play online via a VTT. Players will need something for their token, the GM will need a lot of artwork for various NPC / enemy tokens, battlemaps or maps to represent a town or area, artwork to show the player the vibe of a place, as well as music / ambience to set the right tone.
I’ve been DMing for a long time and for that entire time I’ve got by googling stuff “D&D Goblin Warriors” and “D&D Sewer battlemap” and taking the first result I like, or just stealing something that I already looked cool. A real throw everything in the kitchen sink approach that throws all the stuff I like together without rhyme or reason.
I’ve had scenarios where I’m running a game of D&D and the battle has consisted of the PCs whose tokens are:
An IRL photo taken of an actor or cosplayer in costume.
An anime character made by a picrew
A screenshot of a BG3 character the player made
An acrylic painting of a fantasy character
All the while they’ve been fighting a boss who is just a .png of pixelart sprite from a game I like, who is backed up by minions that just use the artwork from the PHB, and they are battling on a relatively realistic, high fidelity 3D battlemap, while the battle music playing is stuff I’ve stolen from some classic PS2 JRPGs.
Nothing wrong with any of that of course, but it is an aesthetically incohesive mess.
For my next game, I’ve decided to really put some thought into the aesthetics and create a style guide. I’m limiting myself to just a few sources for each of the assets I’ll be using for my game – that means only using artwork for tokens and battlemaps from a few specific artists and only using music from a few specific series. I'm not going to lose sleep if I can't find something from those sources and I have to branch out once or twice, but i'm putting in more effort than usual to create very specific mood and aesthetically cohesive world. This might end up being the only time I do this, depending on if the players notice or care enough.
Is this something any of you have done personally or had a GM do? Did you use a strict method to ensure the aesthetic cohesion of your world or just play it loose? Is this something you think matters at all?
The TLDR Question
When using things like tokens, battlemaps, music .etc in your games do you put any effort into ensuring they are aesthetically consistent? Would you ask, suggest or enforce your players to adhere to this? As a player, do your care about your GM doing this at all?
More detail / Ramblings
Many TTRPG sessions will have the GM and players using some form of artwork to represent their characters and the world, especially if they play online via a VTT. Players will need something for their token, the GM will need a lot of artwork for various NPC / enemy tokens, battlemaps or maps to represent a town or area, artwork to show the player the vibe of a place, as well as music / ambience to set the right tone.
I’ve been DMing for a long time and for that entire time I’ve got by googling stuff “D&D Goblin Warriors” and “D&D Sewer battlemap” and taking the first result I like, or just stealing something that I already looked cool. A real throw everything in the kitchen sink approach that throws all the stuff I like together without rhyme or reason.
I’ve had scenarios where I’m running a game of D&D and the battle has consisted of the PCs whose tokens are:
An IRL photo taken of an actor or cosplayer in costume.
An anime character made by a picrew
A screenshot of a BG3 character the player made
An acrylic painting of a fantasy character
All the while they’ve been fighting a boss who is just a .png of pixelart sprite from a game I like, who is backed up by minions that just use the artwork from the PHB, and they are battling on a relatively realistic, high fidelity 3D battlemap, while the battle music playing is stuff I’ve stolen from some classic PS2 JRPGs.
Nothing wrong with any of that of course, but it is an aesthetically incohesive mess.
For my next game, I’ve decided to really put some thought into the aesthetics and create a style guide. I’m limiting myself to just a few sources for each of the assets I’ll be using for my game – that means only using artwork for tokens and battlemaps from a few specific artists and only using music from a few specific series. I'm not going to lose sleep if I can't find something from those sources and I have to branch out once or twice, but i'm putting in more effort than usual to create very specific mood and aesthetically cohesive world. This might end up being the only time I do this, depending on if the players notice or care enough.
Is this something any of you have done personally or had a GM do? Did you use a strict method to ensure the aesthetic cohesion of your world or just play it loose? Is this something you think matters at all?