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General Tabletop Discussion
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Designing a medieval map
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<blockquote data-quote="kigmatzomat" data-source="post: 9365988" data-attributes="member: 9254"><p>I would suggest you make your modern GM map for your own sanity with points of interest and their connecting roads</p><p></p><p>Then make yourself a grid with travel times between adjacent points along the common path; whether that is boat, path or road.</p><p></p><p>Redraw the map using 1 day=1 unit but keeping things in the same general spatial position (Chicago is north of Indianapolis and west of Detroit, which is northwest of Cleveland) but let there be some drift to make the travel-units work. (I.e. Chicago may not be shown being north of Cleveland and south of Detroit because the common travel between Detroit & Cleveland in d&d is by boat across the lake which throws things off)</p><p></p><p>The parts of the map more than 1 day-unit to either side of a route should be blank, other than major features that are visible from distances (mountains, some bodies of water)</p></blockquote><p></p>
[QUOTE="kigmatzomat, post: 9365988, member: 9254"] I would suggest you make your modern GM map for your own sanity with points of interest and their connecting roads Then make yourself a grid with travel times between adjacent points along the common path; whether that is boat, path or road. Redraw the map using 1 day=1 unit but keeping things in the same general spatial position (Chicago is north of Indianapolis and west of Detroit, which is northwest of Cleveland) but let there be some drift to make the travel-units work. (I.e. Chicago may not be shown being north of Cleveland and south of Detroit because the common travel between Detroit & Cleveland in d&d is by boat across the lake which throws things off) The parts of the map more than 1 day-unit to either side of a route should be blank, other than major features that are visible from distances (mountains, some bodies of water) [/QUOTE]
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