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Filling in those 10-league Greyhawk hexes?

Started by Larsdangly, October 18, 2017, 03:14:26 PM

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Bren

Quote from: Larsdangly;1001873Anyone who thinks there isn't much meaningful terrain variation at the scale of a mile needs to get out more.
Yep. A distance mapped in 1KM or 1 mile hexes is something I can imagine because it is something I can see in the real world by going for a walk. A 30 mile hex is almost completely worthless to me as a GM tool. At that scale I'd much rather have a map without hexes.
Currently running: Runequest in Glorantha + Call of Cthulhu   Currently playing: D&D 5E + RQ
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Steven Mitchell

Quote from: S'mon;1001730Running EGG's Yggsburgh setting, I found the best approach was 1 mile/hex trail maps along the major travel routes. I had Arr-Kelaan Hexmapper, which made this easy to do but sadly no longer functions (I get 'missing file' messages on modern PCs). I guess Hexographer would work.

When the new version of Hexographer comes out, it is supposed to have a zoom in hex feature for precisely this kind of mapping.  How well it will work, I don't know, given that it is still under development, and I haven't received any kick starter notices in some time.  Also, I'm not sure how much RAM you need on a machine to run Hexographer to handle maps as large as Greyhawk, though of course you can judiciously divide them into regions.  (I'm hoping that the zoom in feature handles that effectively, by only loading the details when you pick a hex from the larger scale.)

GameDaddy

The whole thirty mile hex scale?

That's about the distance a man can travel hiking from just after sunrise to just before sunset during the spring solstice. So, one's day's foot travel. On horse, overland (not on a road, trail or path) two hexes a day. Used to ride out at Dawn and go about 25 miles by lunch, nice and easy like, just some steady riding with a couple stops at streams to water the horses. This was through rugged terrain, mountainous foothills, and mountains. On flat level ground or plains, would not have any trouble at all riding ninety miles a day. Pony express couriers, with afresh changeout of horses every ten miles or so, could easily make ten miles an hour, most made better than twelve, so just riding for twelve hours flat out with changes of horses every dozen miles or so will get you through four hexes a day.

One hex is just about the limits for a castle or stronghold patrol if they want to return to the castle before nightfall. When I was young, I worked on a single ranch that was thirty miles wide from east to west (40-45 in some places), and cut a swath seventy miles from north to south. This was small as far as real Wyoming ranches go, But I was on the southern third of this vast ranch, and there were three big houses (where members of the family that owned the ranch lived). The big houses were about 70-100,000 square feet, and their were three or four bunk houses for ranch hands clustered around the big house, and a cook shack with a dining hall. There were also cabins located in the far and remote areas of the ranch, and taking a ride out, one would overnight at the cabins if one had to set out in the afternoon, because it was too far to ride back to the big house.

For any adventurers, keeping a thirty mile hex cleared of hostile monsters meant that one could attract settlers to the vicinity of the stronghold.

Thirty (or ten leagues) was a handy figure, for working out all the logistics of running a stronghold.

Pony express would swap riders too and ride around the clock, and Pony Express couriers averaged 1,966 miles in ten days, from St. Joseph Missouri to San Francisco ...so 196 miles a day
Blackmoor grew from a single Castle to include, first, several adjacent Castles (with the forces of Evil lying just off the edge of the world to an entire Northern Province of the Castle and Crusade Society's Great Kingdom.

~ Dave Arneson

Bren

Quote from: GameDaddy;1002173Pony express would swap riders too and ride around the clock, and Pony Express couriers averaged 1,966 miles in ten days, from St. Joseph Missouri to San Francisco ...so 196 miles a day
Those 196 miles were ridden by 2 different riders swapping out 20 different horses from posts staggered about every 10 miles along the way. PCs will often have some difficulty arranging that kind of logistical infrastructure in the wilderness.
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Larsdangly

The best commercial product I've seen for an outdoor setting that has the level of detail you need to make decisions at the scale of a day is Arden for Chivalry and Sorcery. I've probably used that supplement for every fantasy and historical game I've run for any extended period of time. It is basically a set of 2-3 dozen hand drawn maps of a forested, rugged landscape dotted with farmsteads, villages and feudal holdings, with a transparent hex sheet overlay, and an accompanying book detailing the populations of the various spots (which you can ignore if you like). It really changes how people play when you present them with a real choice about where they go and how they get there.

rgrove0172

Just my $.02 but as an avid mapper over 35+ years of gaming Ive come to the conclusion that the very detailed, 1 mile per hex/scare/cm or whatever scale is a lot more work than it is worth. Knowing that a town is here and that its in generally hilly and lightly wooded terrain is typically more useful and sufficient to run a game than knowing exactly how it fits along this slope with these two small streams along this copse of trees her... etc. You can sketch these features out if it becomes really important tactically or something and clip them to your area map so as to be consistent later but having a zoomed in, detailed typographical rendering for every mile of an entire continent or something is pretty much overkill as far as Im concerned. At one time I had over 300 of these hand drawn for an old campaign and looking back, they were impressive table dressing and thats about it. A 25 or 30 mile to the inch scale is far easier to map and just as useful.

Larsdangly

If your game sessions are organized around the 'encounter' as the basic unit of play then I'd say you are right. If you spend a significant amount of time every session with the players in the driver's seat, I'd disagree.

estar

Quote from: Larsdangly;1002343If your game sessions are organized around the 'encounter' as the basic unit of play then I'd say you are right. If you spend a significant amount of time every session with the players in the driver's seat, I'd disagree.

Not in my experience with sandbox campaign. A fine level of geographical detail often bogs down play by overwhelming the players with a number of choices with little information on which to make a decision.

Telarus

During one of my first Earthdawn games, a midnight encounter check led to a minor Horror (called a Kreescra) shadowing my elf Archer adept for a month, only sneaking close enough to him when he slept in order to mess with his dreams, and deny him useful rem-sleep (no automatic Recovery tests on waking, some other BS rules, heh), and feed on the fear from the nightmares. For a MONTH... and when the GM's dice came up really low I would get a description of the most recent terrible nightmare. My character was a nervous-wrek, as this was done through the adventure: tracking down a nethermancer that had been digging up and stealing skeletons from a local ancestral graveyard.

By the time we tracked down the nethermancer (an attractive elf), she had prepared enough magic to animate the mausoleum she had been standing on and using for cover as her skeleton horde kept us at bay. Like, the building got up, grabbed a tombstone to use as a club, and came wailing at the party. And that's when that damn Kreescra decided I was lunch (having separated myself from the party, he jumped me from behind some tombstones, literately onto me and started gnawing on my head). My fireball enchanted arrow went wide (mostly hitting the animated building and not the enemy caster), and my wailing bloody murder while trying to knife the thing on my head distracted the party enough that the nethermacer stomped her tomb-puppet to my position (thus flanking the party while the skeletons kept them busy). Result after we mop up and drive her off - character note: phobia of mauloseums. Typical Earthdawn day, lol.

To bring it back to encounters... I keep maps fairly abstract, and use encounter generation as a "procedural generator". So the encounter isn't "something the party has to deal with right now".. it is "something that is now in the world with appropriate backstory" (& may track the PCs for a month if they fail their initial Perception checks). In this case, when/if the PCs run away from something (an Ogre-Mage gets generated into some woods and the PCs just can't handle him), it doesn't just go away. OgreMage is now lord of those woods, and starts to bring the other factions under his control & or kill and eat them... As the PCs travel through the relatively abstract map, they leave these procedurally generated elements that I then use to generate in-world conflicts. And the map begins to fill itself in through campaign play.

estar

Quote from: Larsdangly;1002343If your game sessions are organized around the 'encounter' as the basic unit of play then I'd say you are right. If you spend a significant amount of time every session with the players in the driver's seat, I'd disagree.

Not in my experience with sandbox campaign. A fine level of geographical detail often bogs down play by overwhelming the players with a number of choices with little information on which to make a decision.

What I do is periodically note anything that seem out of the ordinary to the PC with the reason why (as far their characters would know). I may throw in a bit of color make the setting come alive. Once in a blue moon the players may decide "Hey that sounds interesting" and it become something more.

Examples of Actual Play

Session 2 where the decision was made to go through the countryside.

Normally I operate at this map sale where each hex is 2.5 miles. This is a bit cruder because I didn't have time to draw it up fully so I just expanded my 12.5 mile per hex map and superimposed the grid over it. But the party did not make it out of town by the end of the session.



So for the next session I decided. I wonder how things would look at the .5 mile per hex level i.e. one level down. The place they wanted to go would easily fit. Note that at this scale one big hex is one hour of walking. So each small hex is 12 minutes at a normal walking pace.

Here is the account of the following session.



Now despite the use of the small scale map, I did run it any different than when I use the 2.5 mile scale map or even the 12.5 mile scale map. An encounter was randomly rolled, I know how the climate and terrain interacted (think inland Virginia). I done enough camping and live action to know that the start of the encounter is likely going to starts when one or the other party crest a rise and has a longer sight distance. In this case (random roll) the party had the advantage of having the higher ground. And the rest unfolds as described in my player's post.

After the session was done, my conclusion that it was overkill for what I got out of it. The only small benefit was the layout of brush, forest, and field around Highgarden which the party used to plan their approach. But then again that can be seen from what lies along the edges of the local map I make or use for my sessions.

Note that the image is cropped from the larger map I used. But I think it illustrate my point.


Greyhawk's 30 miles hexes is too coarse in my opinion. If Greyhawk was my main campaign I would make a 5 or 6 mile per hex scale map. That is more than sufficient to show some small scale terrain and to improvise the terrain of any encounter or investigation.

Bren

Quote from: Larsdangly;1002252The best commercial product I've seen for an outdoor setting that has the level of detail you need to make decisions at the scale of a day is Arden for Chivalry and Sorcery. I've probably used that supplement for every fantasy and historical game I've run for any extended period of time. It is basically a set of 2-3 dozen hand drawn maps of a forested, rugged landscape dotted with farmsteads, villages and feudal holdings, with a transparent hex sheet overlay, and an accompanying book detailing the populations of the various spots (which you can ignore if you like). It really changes how people play when you present them with a real choice about where they go and how they get there.
Arden had an amazing number of maps and detail on the maps. I recall being very tempted to use the maps for a Arthurianesque setting.

I wonder how many of the folks who think more granularity for wilderness mapping is wasted or even harmful to play run dungeon exploration in a similar abstract fashion.

British Ordnance Survey Maps have the level of detail you are looking for. I've used several Ordnance Survey maps for hikes and the level of detail is exactly what I'd like for detailed overland movement and wilderness exploration. Sadly most published versions of the Ordnance maps are too modern, though I did acquire one Seventeenth Century period map which is nice and doesn't have anachronisms like Railroads and M-level highways.

useless or even
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

GameDaddy

Quote from: Bren;1002401Arden had an amazing number of maps and detail on the maps. I recall being very tempted to use the maps for a Arthurianesque setting.

I wonder how many of the folks who think more granularity for wilderness mapping is wasted or even harmful to play run dungeon exploration in a similar abstract fashion.

British Ordnance Survey Maps have the level of detail you are looking for. I've used several Ordnance Survey maps for hikes and the level of detail is exactly what I'd like for detailed overland movement and wilderness exploration. Sadly most published versions of the Ordnance maps are too modern, though I did acquire one Seventeenth Century period map which is nice and doesn't have anachronisms like Railroads and M-level highways.

useless or even

I liked Arden as well, it was a great adventure setting especially for any medieval Europe style fantasy campaign. We actually adventured in Arden playing C&S back in 1980-81. Since then I have used it as a resource for D&D games.

Also what Estar said. Greyhawk used a 30 mile hex, and that is fine. Most of my games were homebrew campaign settings though. I had learned to use the Judges Guild hexagon campaign system, and absolutely prefer doing all my homebrew maps as 5 Mile hexes, and doing high detail work on villages and strongholds using .2 mile hexes, or with graph paper, or even as an architectural drawing. This fits very nicely with the traditional 0D&D travel times as well because Underworld & Wilderness Adventures specifically states on page 17 that the distance to cross a hex is five miles.
Blackmoor grew from a single Castle to include, first, several adjacent Castles (with the forces of Evil lying just off the edge of the world to an entire Northern Province of the Castle and Crusade Society's Great Kingdom.

~ Dave Arneson

grodog

Quote from: Bren;1002401British Ordnance Survey Maps have the level of detail you are looking for. I've used several Ordnance Survey maps for hikes and the level of detail is exactly what I'd like for detailed overland movement and wilderness exploration.

We're using a large Ordnance Survey map ("Britain Before the Norman Conquest") for our Ars Magica campaign.  Great stuff!

Allan.
grodog
---
Allan Grohe
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http://www.greyhawkonline.com/grodog/greyhawk.html

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Larsdangly

I don't dispute the value of a 30 mile hex map. No one can deal with creating a 1 mile scale map of a fully fleshed out game world. And if you did 99 % of it would never see the light of day. But I'm holding my ground on the value of having 1 mile scale maps as what you usually have on hand to deal with decisions made during travel. Of course the DM can just say, 'you walk for a week and are at the gate to a dungeon'. And if that's what you want to do, go for it. But I think it is a missed opportunity, comparable to saying 'you wander in a dungeon for an hour and end up in a room with a couple of orcs'.

RPGPundit

Those are some impressive maps, but I'll still stick to Mystara's amazing series of official and fan-made maps.
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