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| Dragon | - | 1st Edition AD&D | - | Dragon 49 |
The many and varied worlds of the D&D®
and AD&D™ universes typically have one feature in common: They are
flat. In
fact, they are a good deal flatter than
a well-educated medieval
would have conceived ours. Not unreasonably,
players map
their diverse journeys through this landscape
on two-dimensional paper, making no allowance for curvature. One can
excuse the matter easily enough by claiming
the world is so vast
that curvature is not apparent unless many
thousands of miles
are traversed, or that the referee’s maps
represent polyconic
projections of a spherical planet.
There are alternatives, however. The intrepid
designer will not
balk at creating a spherical world, but
there is no real need for
the world to be literally spherical in
shape. Polyhedral solids can
effectively simulate spheres and are easier
than spheres to
translate into a hexagonal pattern for
mapping purposes.
A cylinder is the simplest three-dimensional
world, and most
“conventional” D&D worlds can
quickly be adapted to this form.
Merely design a flat, rectangular world
with opposing edges in
register. Such a structure can be infinite
in surface area, or finite
and capped with circular areas of an appropriate
diameter. The
referee should keep an eye on the CHANGE
of seasons based on
the inclination of the axis, orbital eccentricity,
orbits of multiple
suns, and other factors.
Cylinders can exhibit unique complications.
Inverted (hollow) cylinders create a Pellucidar-like effect, and small
ones
could easily be space colonies.
One can design flat worlds with both pairs
of opposing edges
in register. Such a system is two different
cylinders simultaneously. A party that ventures “off” the south edge reappears
at a
corresponding point on the north edge,
while those who wander
across the east limit reappear in the west,
It is as if the world cylinder were alternately glued together along different
sides.
Players can circumnavigate any of these
systems and become
disoriented unless they chance upon some
feature that reveals
the pattern.
Any polygonal world can be converted so
that its edges are in
exact registration. Hexagonal worlds can
then be “glued together” in 3 parts. One can further distort matters by
randomly connecting any 2 of the 6 sides as characters pass the
boundary of one edge.
Other patterns such as octagonal, triangular,
and even irregular polygons are adaptable to this sort of trick. To complicate
things 1 step more, use a randomization
scheme that is NOT
equally probable for all edges. For those
who don’t wish to be
tied down to 3 dimensions, be sure to include
edges that
connect with other worlds, dimensions of
existence, or Time periods.
The inventive reader has no doubt already
seen the logical
continuation of this kind of world-building.
Instead of capping a
cylinder with circles, use hexagons. The
hex-grid fits better on
this type of prism, The next most obvious
shape might be a cube,
but a better approximation of a sphere
is the regular icosahedron. This 20-sided structure made up of equilateral
triangles is
familiar to all D&D
players and DMs as the shape of a 20-sided
die.
A 2-dimensional pattern that may be drawn
on a hex-grid
and then cut, folded and glued to form
an icosahedron with a
grid already on it is shown in the accompanying
illustration.
When placing terrain on this pattern, be
sure that sides adjacent
to each other in the finished 3-dimensional
structure are
properly in register.
Do not create coastlines, rivers, mountain
ranges, and other
features which end abruptly without reason.
When the pattern in
the illustration is reproduced and assembled,
there are 20 faces,
12 vertices and 30 edges. Note that 5 edges
join at the north
pole and another 5 at the south pole. These
are termed “polar
edges” for convenience in discussing their
unusual properties.
The hex-pattern fits all faces and most
edges without difficulty, but matters are more complicated when one examines
the
hex-grid at the vertices and polar edges.
1st, observe that vertices are formed at
the junction of 5
triangular faces and are actually pentagons.
Vertices are tricky
because of their unusual pattern of directions.
Compare a
standard hex on any face with a vertex
other than a pole. The
typical hex has edges that face northeast,
east, southeast,
southwest, west and northwest.
A vertex in the southern hemisphere lacks sides that “point” southeast
and southwest but has
true south. A northern-hemisphere vertex
lacks the directions of
northeast and northwest but has north as
a hex-side. Any party
that ventures to the precise north or south
pole will become
disoriented due to the absence of all directions
except south or
north, respectively. The unfortunate members
of such a party
will have 5 choices of the same compass
heading.
Directions are a bit muddled at the hexes
lying on polar edges.
In the NORTH
the directions of the hex-sides are North, East,
Eoutheast, South, SouthWest and West. Hex-side
directions in
the southern hemisphere are North, NorthEast,
East, South, West
and NorthWest.
Any party that travels around 1 or more
vertices will experience distance
distortion due to curvature of the world. The
effect is graphically caused by crossing
a polar edge and is most
dramatic when the party concerned treads
near a pole and then
returns by an equatorial route. As long
as a group of adventurers
travels on the full hexes of the pattern
illustrated on the opposite
page, there is no difficulty. But when
one of the, “gaps” is
crossed, terrain
is no longer mappable in two dimensions.
The referee, as always, has the option to
make things simple
or complex. A continent can be laid out
so that it conforms to the
flat pattern, with polar edges located
at sea or in forbidding
terrain. Players will have little difficulty.
On the other hand, land masses can be centered
on polar
edges and roads designed to lead the unwary
astray. Rivers,
lakes, shorelines, mountain passes, and
other natural means of
passage can repeatedly cross polar edges,
compounding the
disorientation.
A small-diameter world
will puzzle players who unwittingly
circumnavigate it no matter how they proceed.
Large-diameter
worlds require considerable
Time and effort to circle, but they
cause a greater distortion when characters
attempt to force the
terrain onto a flat map.
Since a typical hex has 6 cardinal points,
most players will
call their direction of travel in terms
of northeast, east,
southeast, southwest, west and northwest.
If they happen to be
on an edge or vertex where the direction
called does not exist as
a hex-side, the referee should randomly
select one of the two
directions that bracket the one specified
but not available. Poles
require randomization of five directions,
unless the party is
using some landmark, like a range of mountains
on the horizon,
to orient itself. Some enterprising characters
have managed to
devise clever means of celestial navigation.
Moderately highlevel spells will also aid in orientation if properly employed.
Needless to say, any polyhedron can be used
as the basis of a
world, especially those with triangular,
square, or hexagonal
faces. Regular tetrahedra (4-sided dice)
and octahedra
(eight-splanided dice) make fine world
models. Moons, asteroids
and etoids can be built using irregular
polyhedra, limited
only by the IMAGINATION of the designer.
To the dedicated DM, even polyhedral Klein’s Bottles are possible.
The pattern for a small icosahedron
which is reproduced with
this article is suitable for small,
temporary worlds. It can be
drawn on a single 8½x10 or 8½x11-inch
sheet of hex-grid
paper. The 20-sided figure which results
when the edges
are joined has a circumference of 40 hexes,
a diameter of
almost 13, and an AREA
of 642 hexes.
Every face of the icosahedron is an equilateral
triangle. If larger triangles are used, a great amount
of
detail can be contained on the hex-grid
world. With
equilateral triangles having sides of 36
hexes (9
inches) in length, an icosahedron can be
constructed which has a circumference of 180
hexes and an area of 13,662 hexes, the
equivalent of 6½ sheets of hex-grid paper.
And you don’t have to stop there. Making
a new triangle out of four 9-inch ones
and constructing an icosahedron out
of 20 of those will yield a world with
a
surface AREA equal to nearly 26 hexsheets.
As with many other aspects
of a D&D
or AD&D campaign, the
sky’s the limit.