Showing posts with label wilderness. Show all posts
Showing posts with label wilderness. Show all posts

Wednesday, December 29, 2010

Improved Wilderness Map

I told myself last night that was going to quit messing with it for a while, but today I couldn't help making significant aesthetic and functional improvements to the wilderness map for my forthcoming 0e/LBB retro-clone, Torch & Sword. Here's the map PDF. The map is © Paul Gorman, and licensed under both the OGL 1a and the Creative Commons Attribution License—take your pick.

Tuesday, December 28, 2010

Wilderness map

Seeing as copies of Outdoor Survival are in short supply these days, I spent a big chunk of today drawing a wilderness hex map for my forthcoming retro-clone, Torch & Sword. I'll probably refine it a little for the final rulebook, but feel free to take a look at this one page map PDF: The map is © Paul Gorman, and licensed under both the OGL 1a and the Creative Commons Attribution License—take your pick.

Tuesday, November 2, 2010

Outdoor Survival

Underworld & Wilderness Adventures recommends using the board from Avalon Hill's 1972 board game Outdoor Survival for a wilderness map. Here's the Boardgame Geek page for Outdoor Survival, which includes pictures of the game. The playing board is marked by a hexagonal grid, sized 34 x 43 hexes. The map includes various terrain types, such as woods, desert, mountains, and swamps. Nine buildings and twenty-four catch-basins dot the map. U&WA says to use the buildings as towns, and the catch-basins as castles. Some of those castles would be ruins, others not. This seems to be the assumed starting area for a campaign. Hexes are assumed to be five miles across. A man on foot can cross three hexes per day, depending upon terrain type. A "light" horse (40gp) can cross 10 hexes a day. So, a party might reasonably be able to cross the map from corner to corner in about a week. That seems like a manageable starting point. Have you used the Outdoor Survival map for a campaign?

Tuesday, August 3, 2010

Sandbox Without A World Map

Over at B/X Blackrazor, in a post about silly hats*, JB wrote:
Commercializing Greyhawk may have been the biggest creative mis-steps Gygax made, assuming the world of Oerth grew OUT OF his original D&D campaign (similar to what Maliszewski has done with the world surrounding Dwimmermount). By codifying it and selling it he said: look this is what you do! Create a whole world with factions and nations and religions THEN try to figure out how "your heroes" fit in! [...] So much easier to create the world a piece at a time, as needed, as the weirdness allows.
I've been thinking about that problem lately: how to have a sandbox game while also letting the world grow organically. The way I imagine a sandbox game, the players point to a hex on a large-scale map, and that's where they go. The obvious way to combine that sandbox style with an only-design-what-you're-going-to-use-next-session game is to have a map with lots of empty space and vague descriptions. But that still entails having a predefined geography. I'd rather my players start the game uncertain of the scope of the world and their place in it. I came up with this type of compass chart as a solution: Players start the campaign knowing the relative distance and direction of some interesting destinations, but they'll have to explore and make their own maps. Such a framework allows the world to grow organically. Another option would be to give the players a world map which you stipulate is inaccurate in many particulars, because of the difficulties in a world where most people rarely travel between the "points of light" in a vast wilderness. * I strongly agree that unusual headgear is a necessary element of any game which hopes to capture that old-school Erol Otus vibe.