Over the weekend, I’ve been working on preparing maps for the local area to occupy the party, Yrlashof, the stead of Momma Yrla. The plan is to keep the party in this area for a couple of sessions, so I feel like doing a good map is worthy use of my time. I’ve got a few of the buildings down and I’ll be working on some more of the natural features later in the week. The mapped places are currently the main hall, Arg’s bakery, the blacksmith’s forge, a well and some haystacks.
Not 100% sure how I’m going to assemble the whole as I’ll be reusing a few of these in different sizes in the next couple of sessions. The next adventure will take place on the grounds outside the main hall, so I’m thinking of putting together a battle mat setup.
The regular schedule I have for the the Harrowlands games doesn’t leave a lot of time for dawdling or perfectionism: I run the game session on the weekend. Spend a portion of the next week getting the recording prepped and some recap illustrations done. Then the following week is prepping content for the next game.
The advantages of quickly moving through art pieces is that they are out of the way and I can move on to new ones, the disadvantage is that I have longer to be dissatisfied with them and know I have better ways to make them work. A couple of the pieces I made early on have been bothering me for a while, especially as I’m working them more into the future adventures. They just don’t fit with the narrative I want to tell.
I’ve been loathe to go back and work on things so far and have just been chalking the artwork to a learning experience and moving on, but with the break in the routine due to our trip to Emerald City Comic Con, I had a little bit more breathing room, and I just had to go back and work on a couple of redesigns.
In the quiet hours, often sitting on the floor of the hotel bathroom to avoid waking the family, I reworked the small hut of Arg, the mad baker, who lives off of Momma Yrla’s stead. The interior is going to be cluttered and crazy and the sparse and clean exterior I drew earlier just wasn’t going to mesh. I thought about just going back and throwing some boxes and carts in front of it, but I also wanted a large oven jutting out the side, not just a tiny chimney through the roof.
I still tried to work quickly and did not spend a lot of time on reference (not that it would have been easy to track down a lot of authentic pirate/Viking bakeries), but I feel like this is a stronger and much more interesting design that will fit in better with the characters and adventures.
I’m also using the revised color palettes to keep things just a little bit more consistent.
I have one more character I want to redesign (Momma Yrla) and a few other character designs in the works as I recover from ECCC and get ready for the next game in two weeks.
Over the weekend, I completed a couple more location drawings and wanted to put them up here.
First, is the house of Arg, the mad baker, who lives within Momma Yrla’s stead. I’ll go a little bit more into him when I do the character illustration. His house/bakery is right next to a massive Pumpkin Snarl.
Second, is some Viking-style beehives set in old, hollowed tree stumps. Bees are going to play an important part in the opening scene for the adventure.
Process on the game has slowed down a bit as I’ve been playing catch-up at the day job from the holiday weekend. Oddly enough, the weekends are the hardest time for me to get personal work done.
I think it’s due to two reasons: First, I’m around the kids more and spend a lot of my time and energy. Entertaining 6-year-olds is a lot more labor intensive than web development. When I do have a break, I’m either doing chores, or I’m trying to recuperate. Even when they are playing on their own, I sometimes have trouble with focus because of the ambient noise.
Second, there’s no real structure with the weekends. We’re often going somewhere or doing activities that we can’t get in during the week, so I cannot get into a routine as easily.
That said, I made a couple of place drawings this week and worked on adjusting the players’ custom moves.
Yrlashof, the first real location the players will visit. The long house of Momma Yrla. I based the design of the farm off of Jutland Viking structures, with a little fantasy embellishment.
Viking-style haystacks. A sub-location (or zone, to steal from FATE) on the farm. It’s interesting to look into how different certain elements look from what I see in my life. I could get lost in researching how medieval and ancient peoples worked and lived.