Hints for D&D Judges, Part 2:
WILDERNESS
By Joe Fischer
 
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The Dragon #1 Best of Dragon Vol. I OD&D 1st Edition AD&D Dragon magazine

Probably one of the main things that keeps D&D judges
from turning their games from a good dungeon into an exciting
campaign is a lack of a wilderness area.  If Part 1 of this series
helped you enlarge your Game with a town or city, this article will
enable you to map in the area surrounding, to build other cities,
baronies, kingdoms, even whole continents crawling with monsters,
treasure, and advnture.  And from there it is a simple step
to turn your castle game into a full fledged campaign.  (Further information
on campaign games will be given in Part 4 of the series). <There is no part 4>.

Outdoor maps can be done in several ways, but I will discuss
only the 3 used most often.

1st, there can be just 1 map made which only the judge
sees; this way any special areas can be openly marked.

2nd,
again only 1 map can be used, but instead it is laid out before
the players during each outdoor adventure.  This method does involve
the problem of how to mark the special sections that the
judge doesn't want his players to know about.  The easiest way to
get around this is to grid off the map, the list the grid co-ordinatets
of special regions on a separate sheet of paper.  Then
when adventurers move in the wilderness it will be a simple matter
to check out whether they have stumbled on something
special.

The 3rd way is probably the most difficult way, the most interesting
way for the players, and the most fun for the judge. [It is
also the recommended way. Ed.] It requires two maps: one
detailed with all the special treasures and areas marked on it, for
the judge’s use, and one vague map where only major
geographical features and cities are shown, and not always where
the judge’s map shows them to be. This map represents what the
players know from the slight amount of information they can pick
up in the town they are in.

For the first attempt it is best to stay small; map out a
barony or dukedom or an area of equal size. That way the map is
detailed, less ideas are needed for strange areas, (truthfully, how
many weird things can you find in the average barony?) and
more time can be spent on setting up a key for the map. (It is best
to use colored pencils and hexagon paper on the final draft, but
pencil and regular graph paper is all right for planning out the
map.)