A certain level of "But I want a Red AND Green Dragon!" is inevitable at any table, and i anticipate no less here. Certain people will wonder why I have bothered to do this at all, or have not produced exactly the tool they wanted, or in the color or shape that they wanted. Below is a response to some of the more easily predictable complaints / questions.

Where do I get Pymapper?

Pymapper | Map Making for RPG Games

Your tiles are kind of meh?

I will admit the graphic design leaves a lot of be desired. I am by trade a truckdriver, I had literally no graphic design experience (or web design expiereance for that matter) when I started this project. Not even a remedial course, nothing, zilch. None what so ever. I am entirely and completely certain anyone with actual graphic design experience could do a better job then I have.

That said, I challenge them too. FreeDungeonTiles .com is open, so is .org. FreeDungeonMaps, DungeonTiles4Free, DungeonTilesForFree, DungeonMaps4Free, and DungeonMapsForFree are, as far as I know, all available. Anyone and everyone is welcome to produce whatever the desire, and hopefully, do a better job then I have.


If you like making maps there is this program called…

Im gonna stop you right there. I fucking hate making maps. It is the most tedious, boring, repetitive part of game design. It was with the intent of streamlining something I absolutely LOATH, that I created these tiles.

I have tried most other dungeon creation systems, they either are random Dungeon Generators, or graphics heavy user intensive disasters. I’m not interested in spending 5 hours fiddling with tool tips. The reason I love Pymapper is its stupidly simple. You just load the times set, pick the tile you want, drag and drop. That’s it. Nothing more.


But if you hate making maps why make…?

Speed. Speed, speed, speed. Speed, Speed. Speed. With the standard tiles sets Ive seen, throwing together any of the maps in the Free Dungeon Maps section would have taken me half a day. With my system not one of them took over and hour, and the “100 Floors Small” took 10 to 15 minutes each to throw together. Those are 20 room levels I spammed out in 15 minutes each.

And no, I don’t like random generators, they invariably look like something a nest of termites built. Dungeons should look crafted.


None of your tiles have walls or doors or stuff?

In the Campaign world these are designed for, the Dungeons are closing on 500+ years old, or even older. Anything wooden rotted away a VERY long time ago. That said, there is a tile set called Torstan's100pxTiles floating around somewhere, which does contain the walls and doors you are requesting. I highly recommend it, though I cannot figure out where in the hells it has gotten off to. If you find it, let me know where please.


Why 11x11 and 22x11?

Chessex/Crystal Castle Battlemats are 2 ft by 2 ft with a 1 inch boarder. 22X22 fits perfectly on them. Their MegaMat is 34 x 48 so again, perfect size for a 22x44 map segment, which I intend to make 600 of as soon as the Adversaries Almanac is complete. This is, the last time I checked, the most common play mats in the industry, why would I not make the tiles sized for that?


Why your own site?

I do not own the original art work. I won’t pretend I do. Below is a screenshot of the web address I got the art off of, it lists as an attack site on malwarebites, so I would advise against going there. That said, full props and credit to whoever made that original tile, none of this would have been possible without you.

That aside, because the original art is not my creation, I cannot publish any of this on normal places like Roll20 or Patreon. They have VERY strict rules about derived content. And I want people to have this, I want Dms to be able to quickly and easily make dungeons like I now can.


So this is all there is?

Lol, look at the TBD page, I’m just getting started here. Next is the Adversaries Almanac, I need a bunch of NPCs for the campaigns I’m working on. After that I start making campaigns and maybe larger dungeon chunks for even faster design of large Dungeons.


But Why?

Because I’m sick and tired of Hasbro treating our hobby like something their dog dragged in. They have made a train wreck of Forgotten Realms, and are now about to do the same of Greyhawk. Its exhausting. If they are going to treat our hobby like this, then we should take matters into our own hands and build the gaming worlds we actually want to be playing.


Why is everything written in 3.5?

Because, as far as I am concerned, the most balanced and usable of the Dungeons and Dragons systems. Everyone now admits 5th ed is unrunnable at higher levels. While OSRs idea of trading a badly balanced system for a system with no balance at all might appeal to some, it does not appeal to me. I want to design encounters confident they are going to present a meaningful challenge to players while still being technically winnable, and I want to do that the first time I design them. That means I need a system that is actually balanced correctly at level. That’s 3.5.

3.5 is, as far as I am concerned, a system created by Gms for Gms. This is why Piazo continued (and continues) using it after it was shelved by Hasbro. And there was so much there left untapped. So many things that could have been done and where not, for reasons no one seems able to explain. Within my limited capabilities, I have tried to do as much as I can.