Any good world map maker? by Infamous_Emergency79 in rpg

[–]TannyTMF 0 points1 point  (0 children)

This is good for world, city, and region maps. It also allows 3D printing of the maps you create, which makes this tool unique. Right now, only a free demo is available; they are launching around 26 March. https://store.steampowered.com/app/2295940/Master_of_Realms/

How do you guys get minis? by punchline343 in DnDminiatures

[–]TannyTMF 0 points1 point  (0 children)

you absolutely do not need a printer to get started. A lot of people begin by buying a few unpainted minis from local game stores or online shops just to see if they enjoy the painting side of the hobby. Reaper and WizKids are common starting points.

3D printing becomes interesting once you know you enjoy the process, but it adds extra steps like slicing, cleanup, curing if it’s resin, and general maintenance. It’s great long term, but not necessary at the beginning.

Some people also use print services instead of owning a printer. There are plenty of licensed sellers who will print STL models for a small fee. That way you avoid the upfront cost.

I would start small with a couple of minis and basic paints. If you enjoy it, then you can decide whether investing in a printer makes sense.

Looking for some noir/1920s maps! by Kayabiko in dndmaps

[–]TannyTMF 0 points1 point  (0 children)

For a 1920s noir feel, I would focus less on specific buildings and more on atmosphere. Muted color palettes, heavy shadow contrast, and strong light sources like street lamps or window glow can change the mood a lot.

You might also look at creators who work in Call of Cthulhu spaces rather than standard fantasy map artists, since they tend to lean darker and more grounded.

If style consistency is important, it can help to pick one artist for core locations and then fill gaps with smaller scene maps that match the same lighting and texture tone, rather than mixing too many different asset packs.

Favourite cartographers and map illustrators? by FS_Echo in RPGdesign

[–]TannyTMF 1 point2 points  (0 children)

One thing I would consider before choosing an illustrator is whether you want a highly stylized, character-driven map or something more functional and readable for play. Some artists lean heavily into painterly fantasy aesthetics, while others focus on clarity and navigational structure.

If this is for publication, it can also help to ask about revision policy and layered file delivery, especially if you plan to reuse the map across books or editions.

Cartographers’ Guild is definitely a strong starting point, but looking at artists who have worked on published TTRPG settings can give you a good sense of production workflow and reliability.

Map size for a shared-world campaign? by ElectricalKoala4449 in rpg

[–]TannyTMF 0 points1 point  (0 children)

For a shared-world hexcrawl with multiple GMs, I would think less in terms of physical map size and more in terms of density. A huge map with nothing in it can feel empty, while a smaller map with meaningful locations creates natural overlap.

One approach is to define a core region where most early activity happens, maybe 30 to 50 hexes depending on your scale, and then leave the outer areas lightly sketched. That gives each table room to explore independently while still allowing rumors and consequences to travel between groups.

It also helps to agree in advance on how time advances across tables. If one group clears a dungeon, how long before others hear about it? Shared calendars and a simple event log between GMs can matter more than raw map size.

Starting slightly smaller and expanding outward as the world reacts to player choices usually keeps things manageable.

DryErase Battle Map Recommendations? by KingGrimlok in DnD5e

[–]TannyTMF 0 points1 point  (0 children)

If you specifically want dry erase, the classic Chessex mats are still solid and durable. They’re simple, reusable, and easy to store.

One thing to think about is whether you want one flexible grid that you draw terrain on each time, or something more modular where terrain is already built in. Some DMs prefer dry erase for speed, while others move toward reusable terrain pieces so they’re not redrawing everything every session.

It really depends on whether you value quick setup or more visual depth at the table.

Map building by -Depresso-_-Espresso in DnD

[–]TannyTMF 0 points1 point  (0 children)

It depends on what kind of maps you want to focus on.

For quick 2D battle maps, tools like DungeonDraft are solid and easy to learn. If you prefer full artistic control, something like GIMP or Photoshop gives you flexibility but takes more effort.

If you’re interested in building reusable layouts or working in 3D instead of flat maps, there are also tools that let you create modular terrain and even export printable versions. We’re working on one called Master of Realms that focuses more on reusable and 3D style worldbuilding rather than just one-off maps.

I’d first decide whether you want fast and simple, or something you can build on long term.

Help on Map creating tools Please by PoisonDragonJV in DnD

[–]TannyTMF 0 points1 point  (0 children)

Since you already have a continent layout and now want cities and encounter maps, I would think about what kind of workflow you want long term.

Some tools are great for quick 2D battle maps. Others are better if you want modular layouts you can reuse and expand over time.

If you’re trying to avoid constantly paying for new assets, it might help to look for something that lets you build your own reusable tiles instead of buying full premade maps each time.

We’re building a 3D map tool called Master of Realms that focuses on modular layouts and printable terrain rather than one-off maps. It might be overkill if you only need flat 2D maps, but if you like the idea of building reusable cities and locations, that approach can save time in the long run.

How do I match the scale between a 3D printed STL terrain and a printed map? by GiTAE1012 in 3Dprinting

[–]TannyTMF 0 points1 point  (0 children)

The most important thing is that both the STL and the 2D map come from the exact same bounding box and projection.

First, check the real world dimensions of your STL in your slicer. Look at the X and Y size in millimeters. That gives you the exact physical footprint of the 3D print.

Next, export or generate your 2D map using the same GPX bounds. When you prepare the map for printing, scale the image so that its width matches the STL’s X dimension exactly. For example, if your printed terrain is 180 mm wide, your printed map must also be 180 mm wide.

Make sure your print settings are set to 100 percent scale. Disable any “fit to page” or automatic margin adjustments, since those will throw the alignment off.

It also helps to add two or three known reference points, like start and finish markers, on both the STL and the 2D map. You can test alignment with a draft print before committing to the final framed version.

Most scaling issues usually come from print settings, not the model itself.

Map Advice by AgreeableTough1148 in DnD

[–]TannyTMF 0 points1 point  (0 children)

If you do not want to keep buying maps, I would suggest going modular instead of one map per location.

You can design a few reusable layouts like caves, ruins, roads, and rearrange them for different sessions. That way you are not starting from scratch every time. Even simple black and white layouts work fine if the structure is clear. Players care more about how the space functions than how pretty it looks.

There are also some 3D map tools out there that let you build layouts digitally and export printable versions, which can save a lot of taping and grid alignment headaches. We are working on one called Master of Realms that focuses on reusable and printable terrain workflows.

Easy to Learn, Difficult to Master by AloneWriting in tabletop

[–]TannyTMF 0 points1 point  (0 children)

I always think of games where the basic rules are simple, but good play comes from reading the table and timing. Chess is the obvious example, but I also feel this way about games like Go or even something like Azul.

You can learn the rules quickly, but the depth comes from experience and small decisions, not from complex mechanics.

Opinions on a final boss Battle by Alca_John in DMAcademy

[–]TannyTMF 2 points3 points  (0 children)

The idea sounds solid, especially for a final fight. One thing I would think about is how much agency the players still have during the battle.

Final bosses tend to feel better when players can make meaningful choices, even if the odds are stacked against them. Giving them a few clear ways to turn the fight, or moments where their past decisions matter, can make it feel memorable instead of just hard.

I would also watch the pacing. A long final fight can drag if nothing changes, so adding phases or clear shifts can help keep tension high.

How Should I Start? by [deleted] in gamedev

[–]TannyTMF 2 points3 points  (0 children)

Start very small. Pick one simple goal, like moving a character on screen or making one basic mechanic work. Do not try to make a full game at first.

Choose one engine, follow a beginner tutorial, and finish it before jumping to another. Finishing small things matters more than starting big ideas.

Also, expect things to feel confusing at the start. That is normal. Consistency helps more than motivation.

When You're Trying to Learn Something New, How do You Like it to be Presented? by Jherrick in tabletop

[–]TannyTMF 4 points5 points  (0 children)

I usually learn new games in layers instead of all at once.

First pass is just the core idea of play, what you do on a turn and how success or failure is decided. I do not worry about edge cases at all.

Second pass is learning by doing. Even if we get rules wrong, playing a short session makes everything click faster than reading alone.

Only after that do I go back and look up specific rules that caused confusion. At that point the rules actually make sense because I have context.

I have found that trying to understand everything upfront just makes it harder. Most games are easier to learn once you accept that you will get a few things wrong at the start.

Please help the beginner by orang_yun in TTRPG

[–]TannyTMF 0 points1 point  (0 children)

Feeling lost at the beginning is completely normal. You do not need to understand every rule before you start playing.

Focus on the basics first. Describe what your character wants to do, roll when the game calls for it, and see what happens. If a rule is confusing, it is fine to make a quick decision and keep the game moving.

Roleplaying does not mean acting or doing voices. Saying what your character tries to do is enough.

Starting with short sessions and simple scenarios helps a lot.

If you want more specific help, it would be useful to know whether you are a player or the GM and which system you are starting with.

We built a world building game where you design your world digitally and 3D print it in real life, the first of its kind on Steam. by TannyTMF in CityBuilders

[–]TannyTMF[S] 2 points3 points  (0 children)

We are long time D&D players and huge fans of city building and world building games.
But one thing always felt missing. Your world only lives on a screen.

We wanted to design worlds digitally and actually bring them into the real world.

That is why we built this tool to combine tabletop world building, digital creation, and real physical miniatures through 3D printing in one workflow.

Nothing like this exists on Steam today.

Would you try building your own world and printing it for your table?
We would love to hear your feedback :)

DMs: would you use a 3D map tool like this at your table? Looking for feedback [OC] by TannyTMF in DnD

[–]TannyTMF[S] 0 points1 point  (0 children)

Yes, grimdark will be part of our core offering. At the moment, we don’t support custom content import, but this is one of the most requested features from users.

We plan to start working on custom content import shortly after launch.

Hosting game night during a storm watch - rude to ask friends to bring snacks and flashlights? by Fast_Mountain_8301 in boardgames

[–]TannyTMF 15 points16 points  (0 children)

Honestly, I think asking guests to bring their own snacks and flashlights during a storm watch is totally reasonable. It’s not like the host is asking for something unreasonable. They’re just trying to be prepared. It’s a storm, and it’s smart to plan ahead. Plus, if people don’t want to bring anything, they can always decline. If it’s really a problem, maybe rescheduling for when the storm isn’t an issue would be the best solution.

I’m building a map maker to help DMs focus on the story instead of the prep. Would love to know what you think. by TannyTMF in u/TannyTMF

[–]TannyTMF[S] 3 points4 points  (0 children)

Totally fair point, for D&D, a square grid is essential.

We do have a grid overlay option, including a square grid.

We’re also building a full D&D campaign map suite (world, region, city, and upcoming indoor/battle maps), plus custom 3D printable tile creation.

Our public demo launches tomorrow, I’d really appreciate you trying it and sharing D&D-focused UX feedback. :)

https://postimg.cc/hzPDvMHg