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West Marches: Navigation, Getting Lost & Player Mapping
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<blockquote data-quote="Obreon" data-source="post: 7260606" data-attributes="member: 6815225"><p>Thanks for the input guys. My game is a little different to [MENTION=97077]iserith[/MENTION] 's since it features a wider variety of locations and the wilderness is going to be a bigger part of the game, but I think I'm still heading towards a simplified approach. I'm certainly *not* going to do a proper "hexcrawl" with an extensive key. Here's my thinking at this point:</p><p></p><ul> <li data-xf-list-type="ul"> Terrain + large scale visible features map loaded into Roll20 with Fog-of-war enabled, uncovered as players move. </li> <li data-xf-list-type="ul"> FoW only stays uncovered permanently if there's a PC dedicated to mapping (can't forage or look out for danger)</li> <li data-xf-list-type="ul"> No hexes - movement done by measured overland distance using Roll20 ruler/move tracking. </li> <li data-xf-list-type="ul"> Over time PCs will gradually learn of more and more interesting locations and their approximate location through play</li> <li data-xf-list-type="ul"> Travel to a particular location (possibly still covered by FoW) achieved by moving across the VTT map. No ending up in a different hex to what you intended in this game, no player mapping other than annotating the primary map</li> <li data-xf-list-type="ul"> Cross-country travel requires Survival checks, failure means the journey takes longer than normal but doesn't entail ending up in the wrong place</li> <li data-xf-list-type="ul"> Players frequently won't know <em>exactly</em> where a given site is; they may have to explore a limited area of the map systematically to find it unless it's large/visible from a distance</li> <li data-xf-list-type="ul"> Wilderness is divided into zones with their own character and encounter tables. Some random encounters will end up adding new "Points of Light" to the map, and many will connect to nearby existing "points", but in general the wilderness is just a big scary space between the places you want to go. For the sake of having a slightly more engaging graphical backdrop I will display it as a terrain map that gets progressively revealed, but there won't generally be much to be gained by attempting to search it systematically, so in practice it will function more like a points-of-light chart.</li> </ul></blockquote><p></p>
[QUOTE="Obreon, post: 7260606, member: 6815225"] Thanks for the input guys. My game is a little different to [MENTION=97077]iserith[/MENTION] 's since it features a wider variety of locations and the wilderness is going to be a bigger part of the game, but I think I'm still heading towards a simplified approach. I'm certainly *not* going to do a proper "hexcrawl" with an extensive key. Here's my thinking at this point: [LIST] [*] Terrain + large scale visible features map loaded into Roll20 with Fog-of-war enabled, uncovered as players move. [*] FoW only stays uncovered permanently if there's a PC dedicated to mapping (can't forage or look out for danger) [*] No hexes - movement done by measured overland distance using Roll20 ruler/move tracking. [*] Over time PCs will gradually learn of more and more interesting locations and their approximate location through play [*] Travel to a particular location (possibly still covered by FoW) achieved by moving across the VTT map. No ending up in a different hex to what you intended in this game, no player mapping other than annotating the primary map [*] Cross-country travel requires Survival checks, failure means the journey takes longer than normal but doesn't entail ending up in the wrong place [*] Players frequently won't know [i]exactly[/i] where a given site is; they may have to explore a limited area of the map systematically to find it unless it's large/visible from a distance [*] Wilderness is divided into zones with their own character and encounter tables. Some random encounters will end up adding new "Points of Light" to the map, and many will connect to nearby existing "points", but in general the wilderness is just a big scary space between the places you want to go. For the sake of having a slightly more engaging graphical backdrop I will display it as a terrain map that gets progressively revealed, but there won't generally be much to be gained by attempting to search it systematically, so in practice it will function more like a points-of-light chart. [/LIST] [/QUOTE]
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