Abstract travel maps

Asmor

First Post
As far as travel goes, a map tells you two important things: Distance between points A and B, and what you need to pass through to get there.

Unfortunately, a good map is a laborious task requiring a skillset which many do not possess.

So here's my idea. Draw a bunch of circles on a piece of paper. These circles all represent places, in the abstract. A place could be a town, a swamp, a mountain, etc. Now, draw lines connecting the circles. Try to keep the lines relatively short and always keep them straight.

The idea is that to get between two distant places, you need to pass through all the intervening places as well. Actually, if you make a well-developed web, you even allow the players to make choices about their route, such as choosing a more dangerous route which is faster.

Finally, along each of those lines connecting places, write down a number indicating distance. I'll run with the abstract idea here, and I'll use OLUs (Overland Units).

The basis for how far someone can travel by OLUs is their normal combat speed, in squares, per 8 hours. Thus, a halfling can travel 4 OLUs per 8 hours, and a human can travel 6. Light horses travel 12 OLUs and heavy horses 8.

Alternatively, based on the listed overland movement rates of light and heavy horses, you can multiply a travel method's speed in miles per hour by 2 to get its OLU speed. Thus, a longship (3 miles per hour) can go 6 OLUs per 8 hours, but it's worth noting that a ship can travel all day long so thus the ship can go a total of 18 OLUs per day.

In general, one OLU is approximately half a mile. This varies a bit depending on the terrain, however; it's longer along a road, since travel is easier and quicker, but shorter in swamps, forests, mountains, etc where travel is more difficult.

Travel by air is a bit of a problem given this solution, and here's how I'd do it; figure out the shortest route between two points, as normal, and reduce it by 25% (i.e. multiply the total distance by .75).
 

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Asmor: when I saw the topic, I thought of just your solution, though not quite so elegantly put. Awsome idea, and certainly easier on those of us that can't draw, but know how many bridges there are in Königsberg. The 'travel by flight' situation is a conundrum, but if you say that the circle represents the actual location while the lines represent average time to cross the route, you can simply just use a ruler and make a separate set of lines (say colored blue where the others are black) with the distance in OLUs and it would be accurateish. However, that'd primarily be for a campaign set in something like Eberron or FR where you know straight line distance between cities, you just don't know how long it would take.
 


Wow, that's exactly what I was thinking of. Very nice. Funny coincidence, too, since on my blog I'm using a WordPress plugin that guy wrote but I've never actually read his blog.

I was even thinking that one of the virtues with this approach is that it's good if you've already got a map, since you could just put the "place" circles on top of the map.

Of course, another virtue is that it works the other way around... you could easily start with this abstract map idea and create a real map from that.
 

My players (when I was still able to play) often groaned when I handed them one of my 'quick' maps. Several squiggles, a few dots with names (towns and, perhaps, other distinct features), an arrow pointing north and scale bar. Of course, I always had a more detailed map (usually larger) that I worked from.

But why 8 hours? That's a very recent concept for doing things. Dusk to dawn, whatever that happens to be, is how long the PCs ought to be travelling. Not some arbitrary 8 hours.
 

I chose 8 hours for a couple reasons.

1: It's the assumed standard in D&D. You can push yourself, but travel for 8 hours is the expected norm.

2: It seems to make sense to me, although I could see 12 hours working as well. But if you figure 8 hours of sleep, an hour to break and make camp, an hour each for breakfast, lunch and dinner, that's 12 hours right there, which doesn't leave much time with 12 hours of travel.

Not being an avid walker, I can't comment on whether 12 hours is much more difficult than 8 hours endurance-wise.

3. It divides the day evenly, although to be fair there aren't a whole lot of numbers that DON'T divide 24. 4, 6, and 12 would all have been decent choices as well.

4. You can extrapolate it out to 12 hours with relative ease. Just multiply by 1.5. On the other hand, multiplying by 2/3, as you'd need to to turn 12 hours into 8, by 8/7 to turn 12 hours into 14, or by 4/3 to turn 12 into 16, is relatively difficult to do on the fly.
 

It reminds me a lot of the "flow-chart" maps that went along with the original Zork and other old Infocom games.

I've often used Zork's Maze "map" for dungeon-crawl labyrinths. It's a very handy style of map for the DM.
 


Been doing this for ages. Basically I got the idea from old text based MUD/MOO where the game was split into "rooms" that each had a description and classic Obvious Exits (which now that I'm thinking of it would make a great name for a column or blog). If you were to map these rooms it would look exactly as you describe but with squares instead of circles and on a micro instead of macro scale.

What I use this for mostly is for overland/wilderness adventures. However I have used it for other things like urban adventures and just straight up dungeon crawls.
 


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