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Mapping Quandary

History Channel had something on this, it all came down to fear of the night and darkness. People, did not travel at night, it was just too dangerous and superstitions were something people believed in. Towns would be reachable from each other based on daylight available.

This followed foot traffic for roads and river traffic.
 
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Good thread.

In D&D the basic set up is each creature or organization of creatures has their own territory. Dogs can invade another dog's territory, France could invade Spain, and I could walk into your house uninvited. So cross-Monster Confrontations aren't the only kind, they can happen when the same kind of monster split into factions as well. Like humans in states or cultural nations.

Humans in D&D are the biggest population by far. That is the default set up by the game. Along with the notion that a Common language among humans is held by most. (Think Greyhawk's declining Aerdi Empire, Latin after the fall of Rome, or any trade language).

However, even being the biggest population doesn't mean humans control all the terrain in the area. There are borders. Borderlands where the human population defends itself against what they see as monsters. Campaigns usually start out here and the game rules originally supported that. Equipment prices were elevated to boom town prices and lack of availability. Death may be easy to come by here, but so are riches if you're willing to risk it.

When it comes to how creatures live, in mountains, in forests, in jungles, swamps, wherever, this is part of their cultural makeup. Their Ecology of cultural practices learned over lifetimes of trial and error as well as watching others. Humans are a huge population and incredibly diverse in how they live. So they could be living almost anywhere. But only almost. They still aren't like dwarves living their whole lives under mountains or elves in tree branches living for hundreds of years. And definitely not Giant Eagles, Dragons, Ixitxichitl, or Lurkers Above. Humans are more industrious in D&D in that they conform the world to them rather than vice versa like most creatures. In relation to other humanoids (kin) humans shorter lifespans make this industriousness a racial necessity.

So when designing (or generating if you do that) the layout of the local human population and claimed territory I would take account of not only the environment in toto, but the particular cultural practices of this group (in part informed by the growth in this environment), and surrounding creatures capable of encroaching on them, and the history of that territory from beginning to campaign start.

The Players going back to town are going back to a frontier town, not necessarily civilization altogether. They are on the fringe.

Going back to the city to where the Duke lives, surrounded by all his vassals, the paupers, and square miles of adjoining farmlands, towns, villages, and ports, is rejoining civilization. I don't think it should be that big, but it's big enough where people actually build and sell all the unique items in the PHB. Okay, maybe not all, but big enough to warrant trade with groups who do have those things.

Then dealing with people in the city can become it's own adventure. And the masses do feel real, if not quite modern in size. Yet still capable of being affected and altered by the PCs as they become more capable at making waves.

For me, the Keep in that borderlands is the lawful dungeon. The forces of Neutrality and Chaos in the territories surrounding humanity are balanced against it. Their are monsters out there. And all the forces of the duchy and all their nearby allies are in relative balance with those against. IOW, the humans haven't "won", but neither are they points of light in darkness.

You might try something different like kingdoms of orcs squaring off against humanity or a group of dwarfhold clans, but it's up to you and your players. Lots of set ups are possible.
 

There've been some good points made, but I want to say a few things that occurred to me.

1) just because a region is well-settled doesn't mean it is peaceful. Rich areas are ripe for plucking from bandits; the rulers may impose taxes on travelers on the roads; there can be border disputes; plagues or other disease fears can keep people isolated; there will be clashes between ethnic, religious or racial groups. Think about the real world - for centuries folk who have lived right next door to each other who have minor differences in culture and religion commit terrible atrocities. On a smaller scale, think Hatfield/McCoy or Montague/Capulet.

2) Small villages tend to be insular and fearful. They may refuse to allow dwarves or elves in their village. They may stone half-orcs. The local barons might well feel the same way. There are plenty of ways to make life difficult for parties of adventurers!

3) in many regions in medieval eras it was against the law for people below a certain rank to carry weapons, to own bows, to have armor, etc... The PCs may find that each time they enter a village, they have to argue with the local lord's representative that they are legally permitted to do what they're doing. Or they may find it more expedient to avoid said villages; but then eventually a patrol may well come looking for them, if the local lord doesn't know who and what they are; after all, anyone who sees a band of odd looking, armed and armored folk trooping around is likely to inform the authorities of their presence. So they're going to be constantly dealing with nitpicking legalities, or they're going to have to win a small group over to their side and stay close to them...
 

I wouldn't bother with fleshing out towns ala Hommlet-style. What would be the point? Have a list of town names in case you need them (i.e. the players ask), have a couple of brief inn or tavern descriptions handy, have some local lords, do the same for NPC-types the PCs might meet. In such a setting, not every town needs to be rife with intrigue, adventure hooks and "local color". Players will instantly forget the details of the ten villages they traveled through to get to the dungeon anyway. If a certain town ends up becoming a more prominent location you can always flesh it out as you go.

Also, in such a civilized land, every parcel will likely be claimed by somebody powerful, the king or a lord. Thus, each and every dungeon will have an owner who won't look kindly to adventures taking HIS gold and treasure out of it. Strangers will stand out in small feudal towns where travel is uncommon and gold-hunting PCs looking to loot the local adventuring site will be watched with suspicion by the guard (not to mention superstitious peasants fearing the PCs will unleash curses and other evils on them for messing with that which should not be messed with). The PCs might need to contrive of ways to get to such sites in secret, bribe townspeople, and even base themselves outside of the territory of the local lord to prevent suspicion.

If some PCs are nobles or have noble patrons, this could lead to armed conflict as looted nobles look to get revenge and salvage their honor on the field of battle. In fact, I couldn't really see it going any other way in the World of Conan.
 

I wouldn't bother with fleshing out towns ala Hommlet-style. What would be the point? Have a list of town names in case you need them (i.e. the players ask), have a couple of brief inn or tavern descriptions handy, have some local lords, do the same for NPC-types the PCs might meet. In such a setting, not every town needs to be rife with intrigue, adventure hooks and "local color". Players will instantly forget the details of the ten villages they traveled through to get to the dungeon anyway. If a certain town ends up becoming a more prominent location you can always flesh it out as you go..

I"m setting up a sandbox, giving the players complete freedom on where they want to go. We'll start the game around their village. The plague as convinced them to leave. First game session, I'm just going to spread out a map where I've detailed everything within days walk (maybe a little farther), and say, "OK, where do you want to go."

I've got some pre-planned encounters, tied to specific locations. I've got some some contingency encounters, that can happen anywhere (and will save my arse if they go in an unpredicted way, buying me time between games to create in the direction that they travel), and I've got a random encounter chart for the area.

I'm going to put some towns on the map, which led to the question of how far the towns should be spread apart. And, since this is the area where the PCs have lived their whole lives, they'll be familiar with the major long distance features and very familiar with the things close. So, I've got to put a little work into any close villages. The PCs will know about major homesteads and where roads and trails go.

Setting up a sandbox requires a Ref to be on his toes, and it requires more prep time than a linear adventure. But, once the Ref gets an idea of the PC's direction, and their interests, this type of game can be highly rewarding.

I am looking forward to it.
 

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