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Alternative Mapping for Sandbox games.

Started by Arkansan, August 06, 2014, 03:39:32 PM

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Arkansan

Anyone here ever do their mapping for sandbox games on anything other than hexes? It seems like recently I ran across someones blog where they did the mapping on graph paper for smaller scales, which looked cool. Anyway it got met thinking about other ways it could be done, not because they may be better but just... because.

Rincewind1

Well, I can't draw for shit (and even use of graphic programs such as Campaign Cartographer elude me, though perhaps because I don't want to put in the necessary work in), but I do try to just well, draw a map. Make a scale, then draw stuff.
Furthermore, I consider that  This is Why We Don\'t Like You thread should be closed

Bren

Quote from: Arkansan;776699Anyone here ever do their mapping for sandbox games on anything other than hexes? It seems like recently I ran across someones blog where they did the mapping on graph paper for smaller scales, which looked cool. Anyway it got met thinking about other ways it could be done, not because they may be better but just... because.
Depends on the game and setting. Both hexes and grids have the advantage of allowing an easy method for describing where on the map a feature is located which allows making a key that refers to the map easy.

Hexes are nice for outdoors and planetary mapping due to avoidance of the movement on the diagonal problem.. By gridding the hexes with some letter/number combination you can easily create a key of what is in the hexes that easily tracks between key and map.

Graph paper tends to be nicer for buildings and other man made stuff that tends more towards the rectangular. And you can of course easily grid the graph paper for reference.

A blank map is nice as you don't feel any need to try to fit terrain into a hex or square or along a hex or square side. Also many real worlds maps don't include hexes or grids.

A map with a grid, like an ordnance survey map is in between mapping on graph paper and mapping on a blank map. That is what I use for a lot of my Honor+Intrigue maps. Since they are real maps from the time period (1620s) they don't include hexes or graph paper, but I still need a way of identifying where the heck on the map of Paris the Tavern of the Two Horses is located. So I superimpose a grid on the edges of the map and presto easy locatability.
Currently running: Runequest in Glorantha + Call of Cthulhu   Currently playing: D&D 5E + RQ
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Scott Anderson

I use septagon paper. Seven sides. It's one more than six.
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Arkansan

Quote from: Scott Anderson;776752I use septagon paper. Seven sides. It's one more than six.

Any particular reason or is it just a preference thing?

Bren

Quote from: Arkansan;776800Any particular reason or is it just a preference thing?
Just wants to one up those of who use hexagons. :p


EDIT: But then I though of this: The extra side means they never have to be on the same side as anyone else.
Currently running: Runequest in Glorantha + Call of Cthulhu   Currently playing: D&D 5E + RQ
My Blog: For Honor...and Intrigue
I have a gold medal from Ravenswing and Gronan owes me bee

crkrueger

Quote from: Scott Anderson;776752I use septagon paper. Seven sides. It's one more than six.

It's Heptagon. :p  Pentagons, Heptagons and Octagons can't tile.

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jadrax

Quote from: Arkansan;776699Anyone here ever do their mapping for sandbox games on anything other than hexes?

Yeah, I pretty much use blank paper - because I always have lost of blank paper.

The Butcher

This old thread might be relevant. Turns out hexes are fairly handy, all things considered.

Premier

Quote from: CRKrueger;776814It's Heptagon. :p  Pentagons, Heptagons and Octagons can't tile.



They do, you just have to mash them together a bit stronger.
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Omega

I have used a grid before and I have also used a grid and even rectangles to simulate a hex grid.

Two examples.

Graph paper used to make a square hex grid.



And cards or rectangles to make a hex grid.



Also someone had a system for what they called a "point crawl" which was exploring freeform on a map and just noting locales. Points of interest. Worked well it seems with pregen or standard maps even.



http://hillcantons.blogspot.com/2012/01/crawling-without-hexes-pointcrawl.html

And other odd approaches.

arminius

Point crawl looks kind of what is called area movement or point movement in wargames. Idea is that you mark all the "doable" connections between "interesting" locations and then add a cost to the connections.

I think some of the -gons will tile a non-flat surface. Just look at a 12-sided die. Not sure how useful that is.

arminius

Or instead of costs you make smaller spaces for more difficult terrain and just charge 1 movement point per space.

See Kingmaker, Hannibal: Rome vs Carthage, Pelopennesian War, Breakout Normandy on BGG if you're interested.

daniel_ream

Quote from: Arminius;776879Point crawl looks kind of what is called area movement or point movement in wargames. Idea is that you mark all the "doable" connections between "interesting" locations and then add a cost to the connections.

Oh lovely, let's bring graph theory into this.  Now I'm having flashbacks to those tessaract dungeons that were so popular in 1980.

Hex maps are entirely a tradition thing.  Anything you can do on a hex map you can do on a latitude & longitude gridded map.
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