To celebrate the recent launch of our first standalone map product, we sat down with the creative mind behind the project - Andy McColgin. Below are his answers from our conversation.
You can find our maps products on DriveThruRPG.

Overhead, 3D render of the cathedral map
What got you thinking about creating maps to sell?
Andy: My first thought wasn’t that I wanted to create maps to sell. I have been running games regularly for 15 years now. During that time I go through phases of wanting to be creative and make maps to match my story and other times I want to have maps I can write stories around. Sometimes my players have really enjoyed the maps I have made so I thought I would make them available to others to be able to enjoy.
How did you decide on a tool to use to help you create the maps?
Andy: I have tried over a dozen different map making tools. My number one favorite is a vinyl sheet and dry erase markers. They are dirty, messy, and infinitely able to react to the players. While I haven’t found a medium that can fully capture that, I have found what I care for most in the digital medium is enough visuals to spark creativity for my players and help with verisimilitude. The tool I found (shoutout to Dungeon Alchemist) is great for filling in gaps around ideas and visions that I want to create. Another fantastic tool I love is Talespire, but it requires all players to have access to a good PC and I don’t always have that. [Editor: Sorry!]
Have you created maps before? For a game you played, or to sell to others?
Andy: I have created a host of maps before using a variety of tools over the past 15 years. I have never really sold them before, and honestly I’m not sure there is any interest that players will want to buy my maps. The big thing for me is that I want to make the maps available to players and GMs so that more people can pick up the hobby. TTRPGs have a near and dear place in my heart and if I can help other people adopt it easier, then I’ve completed my goal.
What are you most excited about with these maps you created? What will other game masters enjoy when they get these maps into their hands?
Andy: Each of the maps that I make have a story in mind. I want each scene to feel alive and have a natural narrative. I think many GMs will appreciate that there are subtle details in each map that are intentionally left to be leveraged as hooks, or can be dismissed without consequence. I also tried to include a few less common scenarios in each pack so that there can be more novel encounters for the players that really make it feel alive. The last thing I did was include seasons and light cycles so that the maps are usable in a variety of situations allowing for it to match your specific scene.

Bandit hideout, with multiple levels and fortifications for tactical difficulty
What was the most difficult part of the map-making? Was it a surprise?
Andy: The most difficult part of map making is not populating the map, but reducing detail on the map. It is easy to fill it in with clutter and detail when you have the assets. But quickly this leads to players being lost in the map and a lack of usability and function.
Some details I have cut include keys to a prison cell, weapons and armaments, treasure chests, and other forms of clutter. I included them at first because I wanted to make sure I gave an opportunity for players to play and engage with the world around them. But I realized, if I created a world with that level of detail then I am setting the expectations of the players that if that level of detail does not exist on the map then it does not exist. This also creates a problem for the GM in case their narrative goes a different direction. So, while I may lay down the bricks of a good trap or scenario, I often try to leave parts of the solution out so that the players and GM can still make the world in their story.
Which map is your favorite and why?
Andy: My favorite map is the cathedral. This is a 3 layer structure designed for an epic boss encounter. There are hiding spots, limited visibility, environment traps, and areas for exploration that I think really make it come alive as a single building dungeon.
What do you want to make next? Where is the creative itch taking you?
Andy: Even if none of the maps sell, I really enjoy making maps and will continue to do so if just for my own players. I really like the idea of condensed dungeons like the cathedral and will likely explore making more of those. Also, I want to support and shout out Dungeon Alchemist as a great tool that makes building these maps so much easier than it used to be. If you are interested in building your own, you should check them out.