Andrew’s an inspiration. He’s taken my minimalist little twentysome page system and Jack’s delightfully gothic muskets-and-werewolves setting blogposts and turned it into a gorgeously realized game.
Kirin Robinson, creator of Old School Hack
(Old School Hack) November 2012
Reinterpretation can be deeply rewarding, if that person shows you new ways to think and dream within the context of your own creation. Though his World Between is not my World Between...I would play in Andrew's games in a heartbeat...I like many of Andrew's innovations enough to now use them in my games. I'd wager that you will also find much to love in the pages that follow as well.
Jack Shear, creator of the World Between
(Tales of the Grotesque and Dungeonesque) November 2012
Andrew Shields is a
prolific blogger producing excellent content that flies entirely too low on the radar. He has about one million other cool things that if you took a free afternoon and searched around, you would have a million gaming ideas and immediately want to play.
Courtney Campbell
(Hack and Slash) April 2013
Whenever you create something and then allow other people to use what you've created, it is always fascinating to see what that interaction produces. I must admit that seeing my stuff through Andrew's eyes has been really gratifying. Thanks, Andrew!
Fr. Dave
(Blood of Prokopius) December 2012
"Crumbling Epoch" is another great experiment in the Fictive tradition, and I’m proud to have contributed to it in some small way.
Erik Jensen
(Wampus Country) April 2013
This looks fantastic, and seems an interesting locale. But… when I see these I always wonder how difficult it would be to game the location. I suppose if you could use a dry erase and draw it in as you go, but I’d be curious to know how you do it.
I would use my usual top-down method. “You go into a room, this wide, doors here, tall ceiling.” On a dry erase board, yes.
Really, I think most pretty maps that DMs get seldom are seen by the players. The idea for me here is to jump-start the DM’s imagination to think three dimensionally. Then the DM can describe it to the players, giving them the “white areas” drawn out.
I made it so areas you can walk on are white, areas you can move through are gray. You get a sense of the space, and as DM, that helps you vary the space more than when thinking of it in 2 dimensions (either profile or top-down.)