|
|
|
|
|
|
|
|
|
|
It is necessary to have a
reasonably well-detailed, large scale map for conducting adventures outdoors.
Naturally, the initial adventuring
in the campaign will be those in the small community and nearby underground
maze.
For whatever reason - player
desire, quest or geas, or because of your own direction -
adventuring will sooner
or later move to the outdoors.
What you must do to handle
this is not difficult following the general procedures given below.
First, decide how you wish
to proceed regarding the world at large.
If you have plenty of time
and ideas,
you should design a continent
(or a large portion thereof) which perfectly meshes with your initial setting.
If this is not possible,
obtain one of the commercially available milieux,
and place the starting point
of your campaign somewhere within this already created world.
At the risk of being accused
of being self-serving,
I will mention parenthetically
that my own WORLD OF
GREYHAWK, (published by TSR), <>
was specifically designed
to allow for insertion of such beginning milieux,
variety being great and
history and organization left purposely sketchy to make interfacing a simple
matter.
Whatever course you opt
for, the scale of such world maps should be in the neighborhood of 20 to
40 miles per hexagon.
Such areas allow mapping
of considerable territories and are optimal for movement and smaller scale
maps as well,
dividing each large hex
into blocks of smaller hexes, 5 across the middle or 5 across each face,
as desired.
<try for a better image>
Adventuring outdoors actually
covers several sorts of adventuring,
for it is a catch-all term
for all activities not in underground or urban settings.
Thus, under this general
heading will be 4 major subheadings:
LAND ADVENTURES,
ADVENTURES
IN THE AIR,
WATERBORNE
ADVENTURES,
and UNDERWATER
ADVENTURES.
Movement rates for land and
water adventures are shown under movement.
Underwater movement is the
same as dungeon and similar indoors movement rates,
as the locale of such adventures
is always limited in area.
Q: When a map has
a hex grid (hexagons
instead of squares), and
the
scale is 24 miles per hex,
what does
this really mean? Is the
distance
measured from the centers
of opposite
sides or from opposite corners?
A: In most games,
the distance across a hex
is measured from the center
of one side to
the center of the opposite
side. This is the
case in the D&D and
AD&D
games.
(126.81)