Starting from Scratch


Realism vs. Fantasy
Step by Step
The Semi-Finished Product
Scaling Down
Winging It
DSG: Campaign Considerations
-
The Campaign
-
WSG

There’s no putting it off any longer.

You’ve been a DM for years, and the campaign world you created and cobbled together has outlived its usefulness.
Your players’ characters have explored practically every nook and cranny,
and you’ve become intimately familiar even with the parts they haven’t been to.
Your pride in the world has waned because it doesn’t bring out the same sense of wonder and mystery in you that it once did --
and if the wonder and mystery is diminished for you,
then what must things be like for your players?

Or . . . you’ve decided to take the plunge and become a DM for the first time.
You’re pretty familiar with the rules of the game, and you’ve learned a lot from the campaigns
you’ve participated in as a player. But those weren’t your campaigns,
and all the ideas that have been building up in your conscious
and subconscious mind are aching for release.

No matter which of those situations you’re in, you stand at a
crossroads -- a focal point from which radiate a virtually infinite
number of paths. You are about to start making a new campaign
world, and it all begins with the first line you draw on a blank piece
of paper that will become the world map. With every mark you
make on that paper, you eliminate some possibilities and open up
others. At some point, when the paper actually begins to look like
a map, there will be no going back (without starting all over
again). By then you should be confident that what you have done
will stand as a firm foundation -- a structure to which you can
(and must) add detail, but a structure that can support detail without
limiting your creativity.

Realism vs. Fantasy

This section of the WSG will not tell you
how to make a world where water flows uphill, a desert is bordered
by a swamp, and a steaming tropical jungle is nestled between
two arctic mountain ranges several thousand feet above
sea level. If your ideas run along these lines, you don’t need any
help -- just put pencil to paper, let your imagination run free, and
see what you end up with. The AD&D@ game can be played in any kind of universe, even
one where the natural laws of our Earth do not necessarily apply.

* But for the purpose of this discussion, we’re going to use the
same assumption that underlies practically every other paragraph
in this book: The campaign world is one that could exist on
Earth, or at least under Earthlike conditions. Water flows downhill;
you can’t go from a swamp to a desert without passing
through (or over) some other kind of land; terrain features that are
found at sea level in the tropics are not also found thousands of
feet above sea level surrounded by snow-covered peaks.
An Earthlike campaign world has some advantages over a
“freeform” environment or one that is deliberately created with
unearthly features. First, both you and your players are naturally
familiar with the features of the planet we live on; when you say
“mountain,” they know what you mean. But if you create a world
where “mountains” are made of wood (for instance), your players
are going to ask questions and you’re going to have some explaining
to do: Are these wooden mountains slippery? Do they
burn? Can the characters get splinters if they’re not careful? For
every “unrealistic” question that players come up with and you
are forced to address, the players’ suspension of disbelief is
strained a little further. When it gets strained too far, players become
preoccupied with the fact that, after all, they’re “only” playing
a game -- and role-playing falls by the wayside in favor of an
artificial “contest” between the players and the world they’re trying
to understand.

** Second, homo sapiens is the dominant and predominant creature <>
in the game universe that is described in the rules, and the
campaign world should be one in which PCs (either
human or demi-human) can survive and prosper -- one in which
they can feel at home without having to undergo some biological
or artificial adaptation. For instance, if you think it would be fun
for your world to have an atmosphere of methane instead of air
that is normally breathable by characters, think again. Even if
every character was somehow equipped with an apparatus that
allowed him to survive, no character in his right mind would set
out on an adventure for fear of breaking or losing his life-support
apparatus. And if the apparatus can’t be broken or lost, or if the
characters all have “special lungs,” then why bother to create a
poisonous atmosphere in the first place?

*** Third (and related to advantage number one), the best kind of
campaign world is one that is everpresent but usually inobtrusive.
The world should be a backdrop for the activity that takes
place between the characters and creatures that live in it -- the
location of a conflict, but not the source of the conflict itself. The
way to keep the world in its proper place is to make it “ordinary,”
so that PCs can concentrate on what they’re doing
instead of where they’re doing it.

All of the foregoing is not meant to say that some deviation from
the norm is not a good idea. In a campaign world of continental
proportions, there’s plenty of room for your pet ideas -- but USE
them on a small scale. Replace that clear, tranquil river with water
that is always at the boiling temperature, so that even characters
who can swim won’t be able to just jump in and paddle along
-- but don’t make every river a scalding experience. Create a forest
of trees that not only lose their leaves in the autumn, but actually
pull themselves down into the ground when the first frost hits.
When a fantastic feature of this sort is localized, it remains intriguing;
when it’s used everywhere throughout the world, it loses
its distinctiveness and becomes an obstacle instead of an oddity.

Step by Step



If you’ve ever spent ten minutes looking for a pair of sunglasses
and then had someone else tell you they’re perched on
top of your head, you’re aware of two basic facts about the human
mental process and our powers of observation: The obvious
is often overlooked, and what’s obvious to one person may not be
apparent to another. Even if you know how to create a world map,
read through these step-by-step suggestions in case you run
across something that hasn’t occurred to you before.

1. Settle on a scale. Decide how much area you want your world
map to cover. It isn’t necessary to create an entire planet at one
time; stick to something the size of a continent or part of a continent.
The DMG, on page 47, recommends that
the scale of a world map should be from 20 to 40 miles per hexagon.
At 40 miles per hex (measured across the middle),
a standard 8 1/2 x 11-inch piece of small-hexagon mapping paper covers
an area of roughly two million square miles - 1600 miles in the
long dimension and 1250 miles in the short dimension. If this isn’t
a large enough area for what you want to create, simply fasten together
two or more sheets of hex paper and work in an even
larger scale (50 or 60 miles to the hex) if you want to. Everything
will be scaled down later when you need to detail a certain section
of the world; for now, all we’re concerned with is describing
the size and shape of the world and locating its most prominent
physical features.

The outline of your world, and any other features you draw on
the map, need not follow the boundaries between hexagons; in
fact, it’s much better if you don’t restrict yourself in this fashion.
The hexes are there only for the purpose of regulating size and
distance. As you fill in the features on your map, try to pretend the
hexes aren’t even there -- or, better yet, draw the map out in
rough form on blank paper and transfer it to hex paper later.
Sheets of hex paper, with hexagons of a different size on each
one, are provided in the back of this book (pages 124, 125, 126). The <>
owner of the book is hereby granted permission to make photocopies
of the sheets for his personal use only.

2. Start at the bottom. Decide whether your creation is going to
be the size of a continent or just part of one, and then pencil in an
outline that describes the coastline. Now’s the time to plan for
major islands, long peninsulas, and other ultra-large-scale geographic
features. If you’re creating an entire continent, you must
know whether the continent is an island in itself or if it connects
above water with another large land mass. Unless you have a
reason for creating a continent surrounded by water, extend the
land mass off the edge of your map paper in at least one direction.
This keeps your options open: If you want to connect another
land mass to this one later, you can do it without redrawing
anything you’ve already done. If you want to turn the continent
into an island, all you have to do is make a small extension of your
original map containing the previously uncharted seacoast.
At this point, your map shows all the places where the land
meets the sea, at least as far as the major land masses are concerned.
By definition, these lines also show the location of zero
elevation, or sea level.

3. Now take it to the top. Decide where to place the mountain ranges,
and determine how high the tallest peaks will rise. Don’t
make them too frequent or too high; characters shouldn’t have to
scale something the size of Mount Everest once every few days
during a cross-country trek. But don’t make them too low, or they
won’t provide a good challenge and change of pace. Locate the
tallest peaks individually and decide
how high they stand. If any
peaks are higher than 10,000 feet, draw shapes around those
points indicating the line of 10,000-foot elevation. Then do the
same for a line of 5,000-foot elevation.
Now your map is a rough topographical map, showing the highest
points of elevation on the continent and the area’s lines of elevation
at 5,000-foot increments. The rough shape of the world, in
all three dimensions, has been determined.

4. Place if on the planet. Decide where your world is located
with respect to the poles and the equator of the planet it is a part
of, and then note some rough boundaries where climatic zones
change. The world you start with need not run the gamut from
arctic to tropical climate; on the other hand, it doesn’t need to be
the size of the Earth’s northern or southern hemisphere in order
to contain all five climatic regions. At this time, you should also
determine the direction of the prevailing winds in each climatic
area of the world; see the weather-generation system in the appendix
for general rules to aid you in these decisions.

5. Just add water. Now that you’ve placed the areas of high and
low elevation and you know what the climate is in any spot on the
map, you can draw in rivers and lakes. Rivers begin at high elevation
and run toward the ocean (or some other place at or near
zero elevation). A large river usually has several tributaries that
flow into it, and extremely large river systems (such as the Mississippi
or the Amazon, and all the tributaries that feed them) are
rarely found more than once or twice in a continent-sized area.
Large inland bodies of water (wide-ranging river systems and
huge lakes) are somewhat less frequent in subarctic climates
than in warmer areas, but a subarctic region may be laced with a
dense and intricate network of smaller rivers and lakes; look at a
map of Canada for an example of such a network (as well as
some areas, such as Great Bear Lake and Great Slave Lake, that
contradict the above statement about frequency of large bodies
of water). Don’t be bashful about laying in rivers and lakes, but
don’t run a stream through every hex unless you’re designing a
world with no deserts.

This is also the time to decide where you want your swamps.
Put them in areas of low elevation, usually near or on the seacoast
and usually in an area that has a lot of rivers or lakes.

6. What’s for desert? Now that you know where water is and
isn’t located, you can plan your desert areas. Have an eraser
handy for this stage (if you haven’t used one already), because
you may want to dry up a few rivers and lakes along the way.

On Earth, most deserts are located in subtropical climate and
the part of the temperate zone closer to the subtropical area (the
southern half of the zone in the northern hemisphere, the northern
half in the southern hemisphere). This is because of global
wind patterns; the prevailing winds blow generally east to west
around the equator, and usually in the opposite direction in the
temperate regions. When they meet each other in the upper atmosphere
over the AREA in between, the cool upper air descends.
As the air gets lower, it gets warmer, and its ability to retain moisture
increases; thus, the water vapor in the air remains suspended
and is not released as precipitation.

Farther away from the tropics, deserts are often located on the
downwind side of high mountain ranges. When the wind hits the
slope of a mountain, the air rises and becomes cooler. Since cool
air cannot retain moisture as easily as warm air, the water in the
air is released as precipitation on the slope facing the wind direction,
and by the time the air crosses over the mountains all or
most of its moisture has been depleted.

With these two facts in mind, place your deserts, and be prepared
to obliterate a river (or at least change its course) if your
map shows water flowing through an area that would make a
good desert.

7. May the forest be with you. You’ve already established lots of
places (high mountains, deserts, arctic regions) where forests
can’t grow; now is the time to decide where they do appear. Mark
off the forest areas on your world, remembering that they are
more likely to be located along or near large bodies of water.
Don’t go above the tree line (where arctic climate begins) and
don’t put a forest right next to a desert, unless you have a specific
reason for creating a region of “unearthly” terrain in that AREA.

8. None of the above. Any terrain that you haven’t designated
as seacoast, mountains, swamp, desert, or forest must be either
hills or plains. If it has no other distinguishing characteristics, the
area adjacent to a mountainous region should be considered as
hills. You may also want to spot some hilly regions in the middle
of an AREA that is flat and featureless, just for a little variety. After
that, as the next-to-last step in this process of creation and elimination,
anything else is plains.

9. Large-scale details. Up to now, we’ve been dealing in features
of immense scale -- the aspects of a world that would be
apparent to someone from a vantage point several dozen miles
above the surface. Now it’s time to narrow the scope just a bit and
toss in a few details. Does that huge desert have an oasis, or
more than one? Is there a pass that runs through that awesome
mountain range? Mark these features now, and you won’t have to
worry about putting them in when characters decide to look for
them. This is also the time to make any large-scale additions or
alterations to the terrain features. If you want to run a thin strip of
forest land on either side of the big river that slices through a vast
plain, do it now. If you want to send a river coursing through a
desert, that’s okay, but be sure to border the river with a couple of
strips of something other than desert. Make any large-scale finishing
touches to the terrain that you think are appropriate, until
you’re satisfied with the lay of the land.

10. Points of interest. While you’re still looking at things from an
ultra-large-scale viewpoint, you should pinpoint the locations of
special isolated features. If your world has features resembling
the Grand Canyon, Death Valley, or the Yellowstone area, locate
them now. This is also the time to determine if your world has
earthquakes or volcanoes and, if so, where you ought to place
the fault lines and the hot spots.

An earthquake can occur almost anywhere, but the most frequent
and most severe quakes take place along major fault lines.
These lines are often located where the land rises abruptly in elevation,
and especially near the seacoast. (The San Andreas Fault
in California is an example of this.) A major fault line can also occur
in the middle of a mountain range, running along the long axis
of the chain of mountains. If your world has features that might be
the location of major fault lines, sketch in those lines now.

Individual volcanoes do not need to be placed on a map of very
large scale; this would be as difficult as locating every individual
mountain peak. However, you should know where the “hot
spots” are, because these are the areas where volcanoes will be
found. Each hot spot is an AREA of 20 to 40 miles in diameter, usually
located in the lower regions of a mountain range or along a
major fault line that cuts through a mountain range, representing
a place where magma lies close to the surface.

Not every major fault line produces frequent earthquakes, and
not every hot spot contains active volcanoes within its AREA, so
don’t be stingy about locating these special features. If you don’t
want to make all of them active right away, no one else (in other
words, the characters) will have any way of knowing that they exist.
But if you decide that a long-dormant volcano is suddenly going
to spring into life, you can cause the eruption by design rather
than on a whim. The more decisions you make in the creation
stage, the fewer times you’ll find yourself caught short later.

The Semi-Finished Product



You now have a one-of-a-kind creation -- a map that looks like
no other map ever made. But it’s still not ready to use as the location
for adventures until you bring it alive. Divide the terrain into
countries, sketch out political boundaries, and decide where the
major population centers are located. This is a much more complex
and difficult process than that single sentence would indicate.
Unless you have reasons for doing things differently, use
these general guidelines to rough out the political and cultural
makeup of your world.

1. The largest population centers are usually located adjacent
to large bodies of water, especially along the seacoast or on the
shores of bodies of water with an outlet to the sea. The health of a
city depends on commerce, and the most efficient way to move
trade goods from one place to another is by boat or ship.

2. Other large cities may be located in areas with an abundance
of a useful natural resource. A city can spring up in the
foothills of a mountain range several days’ travel from the nearest
large river, as long as a road exists (or can be built) from that city
to another city that lies on the river. The first city is a place where
miners can bring their take to be assayed and refined, after which
it is sold to a merchant caravan operation that transports it to the
manufacturing and shipping center that lies on the river.

3. Areas that are physically isolated tend to be politically independent,
at least at the beginning of a world’s political history (before
an aggressive neighbor decides to try expanding its
boundaries). An AREA that is ringed by high mountains, or composed
entirely of mountains, will have a different government
than the areas around it. (Switzerland is a good modern-day example.)
The areas on either side of a vast desert will usually not
belong to the same country, since it is very difficult for a single
central government to successfully exercise its power across a
large expanse of impassable terrain.

4. In the absence of other factors, rivers often serve as political
boundaries. This is to your advantage and the advantage of the
people who live in the adjacent countries, since there can be no
doubt about where one country ends and another one begins.

5. Enclaves of humanoids and demi-humans will usually occur
in terrain that is suited to them, according to the descriptions of
those creatures given elsewhere in the rules. Elves tend to be
more numerous in forests, dwarves in mountains, and so forth.

Flesh out your world, still working in large scale, by spotting at
least the larger cities and the places where a certain type of creature
forms the predominant part of the resident population. Outline
the countries, perhaps leaving some of the political
boundaries indefinite (that’s how wars get started). Then use a
combination of common sense and imagination to make some
general assumptions about the state of the world, such as:

    Country A doesn’t like Country B because B insists on sending
    all of its refined iron ore eastward into Country C. It doesn’t seem
    to matter that A and B are separated by a mountain range that
    makes overland traffic between the countries almost impossible.

    Country B, being no dummy, sells the ore in return for weapons
    that it sends to the troops stationed along the mountain passes
    near its border with A.

    Country D, watching the interplay between A and B from its
    vantage point to the south, is carefully playing a waiting { game } but
    building up its military strength in the meantime to keep itself safe
    from invasion by either A or B, in case one of those countries
    starts looking for a way to make an end run around the mountains
    and attack the other.

In three short paragraphs we have described a fairly simple situation
that could produce a wide range of consequences and
which offers several opportunities for { adventurers } to either defuse
or aggravate the tension. The party might hire itself out to
any one of the four principal countries, charged with the responsibility of
furthering that country’s interests -- and no matter which
government they work for, the characters are going to spend a lot
of time in the wide open spaces and must know how to survive on
the way to accomplishing what they are being paid to do.

Scaling Down

Unless every character and creature in your campaign is wearing
seven-league boots, your world map isn’t going to be very
useful in day-to-day adventuring. Even at the smallest recommended
scale (20 miles across the middle of a hex), there will be
times when characters traveling overland won’t cover the span of
a single hex in a single day.

But it’s not the function of a world map to mark location and
movement on a day-to-day basis. To know precisely where characters
are and exactly what the environment is like in their vicinity,
you need to draw up smaller-scale maps of the areas they
MOVE through as they go along.

A good way to scale down your world map is by “clustering.”
Start with a single large-scale hex and break it up into a cluster of
eight smaller hexes (see the accompanying diagram). On this
eight-hex cluster, make a more detailed map of the area the large
hex covers. Since the cluster is three hexes wide, the scale of
each smaller hex is one-third of the scale of your world map. If
each large-scale hex is 36 miles across, then each hex in the first
cluster you create is roughly 12 miles wide. (The scale change is
not an exact 3:1 ratio, since the hexes in a cluster are always oriented
differently from the larger hex, but it’s close enough for our
purposes.)

Of course, each hex in a cluster can be broken down farther;
each time you step down in scale, reduce the distance across a
single hex to one-third of the next larger value. If a 12-mile hex is
broken down, each hex in the cluster is 4 miles across. If you
need to work in an even smaller scale, just keep going: from 4
miles to 1 1/3 miles, from 1 1/3 miles to about 1/2 mile, and so on.
You don’t have to make small-scale maps for every hex on the
world map -- at least, you don’t have to make them all at one
time. Concentrate on the AREA the characters are in and the AREA
they’re heading toward. Before you sit down to begin or continue
an adventure, be prepared with “cluster” maps of the territory
that you expect the party to travel through, drawn up in as much
detail (as small a scale) as you think will be necessary. If the characters
head in a direction you didn’t expect, you can either call a
brief halt to the activities and generate some rough small-scale
maps, or you can simply improvise without interrupting the flow of
play. (See the text below on the subject of “Winging It.”)

Smaller Scale, More Detail

Your large-scale world map is a collection of generalities. That
big green spot is a forest, hundreds or perhaps thousands of
square miles in AREA -- but it’s not all forest. Next to it is a large
grassy plain, extending hundreds of miles in every direction -
but it’s not just flat terrain. Remember, your large-scale map is a
picture of the world as it would appear to someone viewing it from
hundreds of miles overhead. From that distance, small-scale variations
in terrain arn’t visible -- but that doesn’t mean they’re not
there.

As you break each hex of your world map into a cluster of
smaller-scale hexes, keep in mind that in most cases terrain does
not remain the same on a mile-by-mile basis. Very often, the monotony
of a flat grassland is broken by a grove of trees several
hundred yards wide, or even a small forest a mile or two in diameter.
If the elevation of the land in the middle of a forest takes a
slight dip, the result might be an area of swampy ground among
the trees. A small cliff, perhaps only twenty or thirty feet high, can
show up almost anywhere on otherwise flat terrain.

With each step you take to a smaller scale, the detail of your
hex maps, and the variety in terrain and special features they
contain, should increase. If a river cuts through the hex that
you’re scaling down, draw in some streams coming off the main
branch and trailing through some of the smaller-scale hexes. If
the large-scale hex takes in part of a lake, sketch in some
swampy ground along the lakeshore when you go to the next
smaller scale -- a swamp that doesn’t show up on the large-scale
map but is there nevertheless.

Winging It

A DM must be able to think on his feet. No matter
how much planning you do, your players will occasionally have
their characters do something, or go somewhere, you didn’t anticipate.
Sometimes this can be a problem, but more often than
not the problem is just an opportunity in disguise -- the opportunity
to do some creation and decision-making on the spot, during
the game instead of taking the time to do it later.

When characters move into an AREA that you haven’t yet
mapped in detail, you can do a lot more than simply say, “There’s
forest around you as far as you can see.” Of course, that may indeed
be the case -- but it doesn’t have to be. Remember, you’re
in control; you can improvise and invent (within reason) any special
features that you think will make this segment of the adventure
more interesting, or at least give your players some things to
think about. Instead of the simple sentence given above, you can
say something like this: “You’re in a lightly wooded area, with
most of the trees the same height except for one big oak a short
distance away to the east that towers over the trees around it.
Looking north from where you are, you can see an area where a
lot of sunlight reaches the ground; this may be a clearing. The
land slopes upward gradually to the west, and you can see that
the peak of this slope has very few trees.”

By improvising like this, you accomplish two good things. You
impress your players (whether they realize it or not) with your organization
and attention to detail; never mind that the detail was
created on the spur of the moment. And, perhaps more important,
you create possibilities for excitement and intrigue. If someone
climbs the big oak, maybe he’ll be able to see something
important in the distance from this vantage point. If characters
move to the clearing, maybe they’ll find a path leading away from
it that makes it easier for them to move through the rest of the forest.
If they climb the slope, maybe they’ll discover that there’s a
sharp dropoff with a small pool at the bottom. By improvising further
on what you’ve just invented, you can make things easier or
tougher - or, in any event, more interesting - for your players
and their characters.

The only rule to remember when you improvise in this fashion
is that you can’t un-create something later. Keep track of what
you tell your players, either by making brief notes as you go or
(preferably) by sketching the features you’ve just described on a
handy sheet of hex paper (large, medium, or small). If the characters visit this spot more <links added>
than once, they will obviously expect to see the same details that
you described when they first arrived on the scene. Between
playing sessions, take a few minutes to update your collection of
small-scale maps, incorporating the features you devised during
the game. Then you won’t be caught short in case the characters
decide to backtrack or just happen to stumble upon the same location
later.
 

As has been said many times within the AD&D@ game books,
all the rules we can create still provide nothing more than a
framework upon which your world and your adventures are built.
In effect, we’ve given you the pieces to a puzzle that has an infinite
number of different solutions. Now it’s up to you to put those pieces together.