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[Any] Running a tighter-scale wilderness adventure

Started by LibraryLass, August 21, 2013, 09:11:45 AM

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LibraryLass

It's not that hexcrawling isn't great, because hexcrawling is pretty great, but it's a pretty broad scale. I think we can say with certainty that a five or six mile hex is getting a cursory-at-best examination and only the most notable landmarks are going to factor into navigating its wilderness.

But why should it be so? Is there not a place for combing the forest, taking note of small landmarks like statues, grassy knolls, and unusual-shaped trees? Heck, Skyrim had plenty of fun wilderness exploration and the whole thing (if one assumes it's to exact scale) comfortably fits into a hex. My understanding is the famous West Marches campaign was conducted on a small scale of wilderness like this, were lessons learned from it?

I've been pointed in the direction of Hill Cantons's "Pointcrawl" post and had a couple Fighting Fantasy and Chivalry & Sorcery adventures pointed out to me, but I'd love to hear more thoughts or be directed to more inspirational reading.
http://rachelghoulgamestuff.blogspot.com/
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Quote from: noismsI get depressed, suicidal and aggressive when nerds start comparing penis sizes via the medium of how much they know about swords.

Quote from: Larsdangly;786974An encounter with a weird and potentially life threatening monster is not game wrecking. It is the game.

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The Ent

A tight-scale wilderness adventure would be a bit like a dungeon adventure except outside. You could make a similar kinda map, etc. Of course it's still more open-ended (unless say the area's got totally horrible tangled thorny growths everywhere save winding paths and there's huge gloomy dark trees everywhere making the place constant twilight country save in small clearings...in wich case what you got is a dungeon for all practical purposes :)).

Piestrio

Check out "The Hill" from B5.

I ran that wilderness crawl for a group for months and it's pretty small.
Disclaimer: I attach no moral weight to the way you choose to pretend to be an elf.

Currently running: The Great Pendragon Campaign & DC Adventures - Timberline
Currently Playing: AD&D

estar

Quote from: LibraryLass;684039It's not that hexcrawling isn't great, because hexcrawling is pretty great, but it's a pretty broad scale. I think we can say with certainty that a five or six mile hex is getting a cursory-at-best examination and only the most notable landmarks are going to factor into navigating its wilderness.

There is no rule that a hex equals 5 miles.

The hexcrawl format can be used to represent continents, regions, and small regions. I have a variety of hex maps at different scales.

http://batintheattic.blogspot.com/2010/01/gormmah-region-and-settlement-patterns.html






Judges Guild had a system where they broke down a 5 mile hex into .2 miles hex and finally to 42 feet hexes. It was used in their Wilderness series (Mines of Custalon, Spies of Lightelf, etc).

Here is a blog post of mine that goes into the ins and outs of mapping with hexes.

http://batintheattic.blogspot.com/2008/10/mapping-with-hexes.html

LibraryLass

Quote from: Piestrio;684059Check out "The Hill" from B5.

I ran that wilderness crawl for a group for months and it's pretty small.

Of course! How could I forget Horror on the Hill? That's just the sort of adventure I want to run! Thanks, man.

Quote from: estar;684060There is no rule that a hex equals 5 miles.

The hexcrawl format can be used to represent continents, regions, and small regions. I have a variety of hex maps at different scales.

snip

Judges Guild had a system where they broke down a 5 mile hex into .2 miles hex and finally to 42 feet hexes. It was used in their Wilderness series (Mines of Custalon, Spies of Lightelf, etc).

Here is a blog post of mine that goes into the ins and outs of mapping with hexes.

http://batintheattic.blogspot.com/2008/10/mapping-with-hexes.html

As usual, Conley, you're a goddamned prince. This is some keen stuff.
http://rachelghoulgamestuff.blogspot.com/
Rachel Bonuses: Now with pretty

Quote from: noismsI get depressed, suicidal and aggressive when nerds start comparing penis sizes via the medium of how much they know about swords.

Quote from: Larsdangly;786974An encounter with a weird and potentially life threatening monster is not game wrecking. It is the game.

Currently panhandling for my transition/medical bills.

Roger the GS

1 mile hexes should be a good compromise; it's what I used for a recent scrubcrawl with lots of little features. That reminds me, also, to get my d20 "wilderness encounters and features" system out there; brambles, pests, hazards, food, etc.
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LibraryLass

Quote from: Roger the GS;6840731 mile hexes should be a good compromise; it's what I used for a recent scrubcrawl with lots of little features. That reminds me, also, to get my d20 "wilderness encounters and features" system out there; brambles, pests, hazards, food, etc.

Yeah, 1 mile might do. I did just get my hands on Thunder Rift recently, and I believe that's what the map in that uses.

I'd like very much to see that system. I always find something useful on your blog.
http://rachelghoulgamestuff.blogspot.com/
Rachel Bonuses: Now with pretty

Quote from: noismsI get depressed, suicidal and aggressive when nerds start comparing penis sizes via the medium of how much they know about swords.

Quote from: Larsdangly;786974An encounter with a weird and potentially life threatening monster is not game wrecking. It is the game.

Currently panhandling for my transition/medical bills.

Piestrio

Quote from: LibraryLass;684067Of course! How could I forget Horror on the Hill? That's just the sort of adventure I want to run! Thanks, man.

The particular changes I made to make it last longer were:

1. Made returning to town easier so that it could be a base from which they could explore.

2. little direction re. the ruined monastery. One player got one rumor, this left them less likely to bee-line to the back of the map to find the dungeon and more likely to explore the hill.
Disclaimer: I attach no moral weight to the way you choose to pretend to be an elf.

Currently running: The Great Pendragon Campaign & DC Adventures - Timberline
Currently Playing: AD&D

The Traveller

I rarely if ever use hexes these days for a couple of reasons: the kind of bird's eye top down ordnance survey level maps involved were rarely if ever available at the tech level that most fantasy games operate at, and it creates a neat compartmentalisation which can be at odds with the feeling of being in the wilderness/great outdoors.

I would describe the areas the group are travelling through, random encounters would include things like broken down cottages and other nonthreatening but atmosphere building scenery as well as beasties, they can point to where they are on the map approximately, and I roll up random more important scenes depending on the area they are in. All of which conspire to create a more natural feeling exploration experience.

Plus when lost nobody can say, well at least we know we're lost in this hex - when you're lost you're good and lost.
"These children are playing with dark and dangerous powers!"
"What else are you meant to do with dark and dangerous powers?"
A concise overview of GNS theory.
Quote from: that muppet vince baker on RPGsIf you care about character arcs or any, any, any lit 101 stuff, I\'d choose a different game.

Exploderwizard

Quote from: The Traveller;684090I rarely if ever use hexes these days for a couple of reasons: the kind of bird's eye top down ordnance survey level maps involved were rarely if ever available at the tech level that most fantasy games operate at, and it creates a neat compartmentalisation which can be at odds with the feeling of being in the wilderness/great outdoors.

I would describe the areas the group are travelling through, random encounters would include things like broken down cottages and other nonthreatening but atmosphere building scenery as well as beasties, they can point to where they are on the map approximately, and I roll up random more important scenes depending on the area they are in. All of which conspire to create a more natural feeling exploration experience.

Plus when lost nobody can say, well at least we know we're lost in this hex - when you're lost you're good and lost.

The hex map is more for the GM. You can always have the players make their maps on plain paper with eyeballed distances approximated. When the players get lost the GM needs to know which hex they are in, but you are correct in that the players do not need to be aware of hexes at all.
Quote from: JonWakeGamers, as a whole, are much like primitive cavemen when confronted with a new game. Rather than \'oh, neat, what\'s this do?\', the reaction is to decide if it\'s a sex hole, then hit it with a rock.

Quote from: Old Geezer;724252At some point it seems like D&D is going to disappear up its own ass.

Quote from: Kyle Aaron;766997In the randomness of the dice lies the seed for the great oak of creativity and fun. The great virtue of the dice is that they come without boxed text.

The Traveller

Quote from: Exploderwizard;684094The hex map is more for the GM. You can always have the players make their maps on plain paper with eyeballed distances approximated. When the players get lost the GM needs to know which hex they are in, but you are correct in that the players do not need to be aware of hexes at all.
That's kind of the beauty of it though - technically the GM doesn't need a proper map at all with this system, just blobs drawn on a sheet to indicate which area is next to which, like the Greydust Drylands, the Nightwatch Woods, the Sable Sea coast, the Anvil Mountains etc.

Each area so delineated comes with a variety of attached information, such as danger, communities, how hard it is to get lost, descriptions, random encounter tables both atmospheric and otherwise, and actual locations. The GM doesn't need to know where these locations are on a map in an exploration game, and only approximately otherwise ("three days ride to the north you will find the Monastery of Clay").

Once the GM knows what area they are in, and what state they are in (lost or otherwise, two days into their journey, etc) it's possible to run such games in a very freeform manner. I like large scale maps but I'd only ever use them as a rough guideline, villages and burial mounds pop up out of nowhere all over the place when the PCs hit the road. I wouldn't use maps for cities or dungeons at all.
"These children are playing with dark and dangerous powers!"
"What else are you meant to do with dark and dangerous powers?"
A concise overview of GNS theory.
Quote from: that muppet vince baker on RPGsIf you care about character arcs or any, any, any lit 101 stuff, I\'d choose a different game.

Exploderwizard

Quote from: The Traveller;684098That's kind of the beauty of it though - technically the GM doesn't need a proper map at all with this system, just blobs drawn on a sheet to indicate which area is next to which, like the Greydust Drylands, the Nightwatch Woods, the Sable Sea coast, the Anvil Mountains etc.

Each area so delineated comes with a variety of attached information, such as danger, communities, how hard it is to get lost, descriptions, random encounter tables both atmospheric and otherwise, and actual locations. The GM doesn't need to know where these locations are on a map in an exploration game, and only approximately otherwise ("three days ride to the north you will find the Monastery of Clay").

Once the GM knows what area they are in, and what state they are in (lost or otherwise, two days into their journey, etc) it's possible to run such games in a very freeform manner. I like large scale maps but I'd only ever use them as a rough guideline, villages and burial mounds pop up out of nowhere all over the place when the PCs hit the road. I wouldn't use maps for cities or dungeons at all.

I enjoy drawing maps way too much to roll that way. I can understand the method if mapmaking is something you don't enjoy.
Quote from: JonWakeGamers, as a whole, are much like primitive cavemen when confronted with a new game. Rather than \'oh, neat, what\'s this do?\', the reaction is to decide if it\'s a sex hole, then hit it with a rock.

Quote from: Old Geezer;724252At some point it seems like D&D is going to disappear up its own ass.

Quote from: Kyle Aaron;766997In the randomness of the dice lies the seed for the great oak of creativity and fun. The great virtue of the dice is that they come without boxed text.

Melan

You can run a wilderness game as a series of trails among visible or hidden landmarks. A trail can also mean anything - from walking along a dirt track to following a river or ridge. This is not incompatible with hexes; you still find these landmarks in a hex-crawl (unless it is a very abstracted, macro-level one), the players just have an additional, basic six-direction ''interface'' for free navigation.

I'd still use a hex overlay for measuring travel times (which is quite handy for encounter checks), but otherwise, a network map is quite sufficient for a self-contained area.

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The Traveller

Quote from: Exploderwizard;684102I enjoy drawing maps way too much to roll that way. I can understand the method if mapmaking is something you don't enjoy.
I like making maps, here's one I drew along the lines of the old Lone Wolf gamebooks:



There are many features not visible there which the group will come across, it's left loose deliberately. I have a list of information for each region on the map and use it whenever the group enters that region.

Say they want to cut from Kalrack over to Bazshurk on an important courier mission, they spy smoke from campfires off in the distance and scout it out. It's a large party of Gomorr (bronze age gorilla-man raiders loosely based on Beastmen from Warhammer, bad news), so they cut south into the Barrowmoors. Here they come across a demon haunted monolith that's not on any map, but which gives access to a huge series of underground burial catacombs built by the Ones who Came Before, if they can outwit the near-senile guardian.

Lacking a GPS unit the best they can do is try to fix the location in their heads, unless they want to go raiding on the spot and risk the wrath of the feared Duke of Kalrack by being even later than they already are with his message. They may find it again or they may not, but all they really know is that it's somewhere on the moors.

I'm not hopping from hex to hex here, just letting the game unfold as it unfolds according to the group and the dice. You can certainly use hexes to get the same effect, but laying hexes over the top of that would break up the freeform feel for me - plus I don't have to hide a map from the group while I fill in the blanks. Even political boundaries aren't marked out, the allegiance of each major settlement is indicated by the colour of their roof on the map.

Not saying it's a suitable playstyle for everyone but the shoe seems to fit me.

Cities likewise, it's hard for a group to get lost when they have a top down view of the place and can pinpoint their location to a given alley at any given time. Blobs are better for atmosphere in my experience.
"These children are playing with dark and dangerous powers!"
"What else are you meant to do with dark and dangerous powers?"
A concise overview of GNS theory.
Quote from: that muppet vince baker on RPGsIf you care about character arcs or any, any, any lit 101 stuff, I\'d choose a different game.

Exploderwizard

Quote from: The Traveller;684135I like making maps, here's one I drew along the lines of the old Lone Wolf gamebooks:



There are many features not visible there which the group will come across, it's left loose deliberately. I have a list of information for each region on the map and use it whenever the group enters that region.

Say they want to cut from Kalrack over to Bazshurk on an important courier mission, they spy smoke from campfires off in the distance and scout it out. It's a large party of Gomorr (bronze age gorilla-man raiders loosely based on Beastmen from Warhammer, bad news), so they cut south into the Barrowmoors. Here they come across a demon haunted monolith that's not on any map, but which gives access to a huge series of underground burial catacombs built by the Ones who Came Before, if they can outwit the near-senile guardian.

Lacking a GPS unit the best they can do is try to fix the location in their heads, unless they want to go raiding on the spot and risk the wrath of the feared Duke of Kalrack by being even later than they already are with his message. They may find it again or they may not, but all they really know is that it's somewhere on the moors.

I'm not hopping from hex to hex here, just letting the game unfold as it unfolds according to the group and the dice. You can certainly use hexes to get the same effect, but laying hexes over the top of that would break up the freeform feel for me - plus I don't have to hide a map from the group while I fill in the blanks. Even political boundaries aren't marked out, the allegiance of each major settlement is indicated by the colour of their roof on the map.

Not saying it's a suitable playstyle for everyone but the shoe seems to fit me.

Cities likewise, it's hard for a group to get lost when they have a top down view of the place and can pinpoint their location to a given alley at any given time. Blobs are better for atmosphere in my experience.

I like that map. Hexes are cool as a GM eyeball tool but as long as you have a scale then you really don't need them any more than you need a grid to use minis for combat.
Quote from: JonWakeGamers, as a whole, are much like primitive cavemen when confronted with a new game. Rather than \'oh, neat, what\'s this do?\', the reaction is to decide if it\'s a sex hole, then hit it with a rock.

Quote from: Old Geezer;724252At some point it seems like D&D is going to disappear up its own ass.

Quote from: Kyle Aaron;766997In the randomness of the dice lies the seed for the great oak of creativity and fun. The great virtue of the dice is that they come without boxed text.