A downloadable MOSIAC Strict map-tool

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Marauder is tool to map relationships and plot point-crawl adventures.

A Marauder map consists of Vertices, Edges and Weights. The terminology and mechanics are borrowed from mathematical graph theory.

A Vertex is a narrative focus. It can be any shape. It can be a structure, object, location, person or anything else your players might interact with.

An Edge is the connection between nodes. It can appear as a line on a Marauder map.

The position of a Vertex or an Edge on a Marauder map is not relative to their actual position. A Vertex representing a capital city can be next to a Vertex representing a village on the opposite side of the world. Use Weights to indicate things like distance.

A full-featured example Marauder map is forthcoming.

Usage

You are free to:

Share — copy and redistribute the material in any medium or format

Adapt - remix, transform, and build upon the material for any purpose, even commercially.

Under the following terms:

Attribution — You must give appropriate credit. You may do so in any reasonable manner, but not in any way that suggests the licensor endorses you or your use.

No additional restrictions — You may not apply legal terms or technological measures that legally restrict others from doing anything the license permits.


Marauder's licence uses a modified version of the Creative Commons Attribution 4.0 International License. This modified version first appeared in the licensing section of the Lost & Found SRD (https://srd.mousehole.press/usage/license) by Moushole Press.

StatusReleased
Rating
Rated 5.0 out of 5 stars
(4 total ratings)
AuthorEilonwy

Download

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Click download now to get access to the following files:

marauder.pdf 144 kB

Comments

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(+1)

Fascinating

Thank you, Thomas! Your notes on the scenario matrix were great to read. Looking forward to seeing more.

(+1)

You have no idea how much i am enjoying these releases. A lot of very useful, creative tools.

(1 edit)

Thank you very much. I hope you find these useful.

While playtesting and developing narrative games, it became crucial for players’ security and well-being to know what they can do at any stage of the process. Creating an on-the-spot, improvised narrative isn’t always something that comes naturally. I wanted Myriad and Marauder to provide that clear framework and also favour player choice over random results.