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How do you Map your world
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<blockquote data-quote="kigmatzomat" data-source="post: 1513616" data-attributes="member: 9254"><p>First off, I cheat. I set my game on Krynn and use the Dragonlance atlas. Of course, I realized it was a dinky, teeny continent and have since rescaled it to fit my north american sensibilities. </p><p></p><p></p><p></p><p>Varies. I've got a region map that is something like 1"=25 miles (aka 1 day by horse.) Then I have local maps of some areas that show all the villages relevant to the city or keep, usually no more than 50 miles across. </p><p></p><p></p><p></p><p>Primarily roads, rivers, forest, mountains, swamps, and sandy deserts. I really don't care about grassland vs. rocky desert since they have similar impacts on travel times. </p><p></p><p>Cities are a matter of time and my imagination. The Atlas only has large cities, with the exception of smaller towns the Heroes of the Lance passed through. A fully developed world would have towns or inns 1 days walk apart along the main roads or at any location that would make travel difficult or a stop reasonable (edge of swamps, river crossings, an oasis, etc). Krynn is so ravaged by wars that I can ignore that in many cases and have long stretches free of cities. </p><p></p><p>I think of it as relevant mapping. The players don't need to know about all the villages and thorps that are out there if they don't leave their county. And then when travelling great distances, they really only care about the resources a village on the way has, not the village itself so you can often fast-forward through basic activities like picking up extra grain for the horses, additional rations, or just sleeping in a soft bed. </p><p></p><p>For continuity, I keep track of those villages so the return trip is similar, but I know that on a 3 month journey they might see 60-70 different inns and they really don't matter that much 90% of the time. </p><p></p><p></p><p></p><p>Ehhh, I think you've gone overkill but it depends on your game. For 8 levels my players roamed around an area that was maybe a week's ride across. Only recently do they travel great distances, and then with trepidation. If you have a caravan-based game, you'll need that information in your head, though I think you don't want to go smaller than "small town" on most of your long-term planning to give you some wiggle room later.</p><p></p><p>Of course it really doesn't matter as long as you enjoy it. Make stuff down to 1"=100' if you really want, just realize that the players will be very "ho hum" where mapping is concerned. It really is a GM thing.</p></blockquote><p></p>
[QUOTE="kigmatzomat, post: 1513616, member: 9254"] First off, I cheat. I set my game on Krynn and use the Dragonlance atlas. Of course, I realized it was a dinky, teeny continent and have since rescaled it to fit my north american sensibilities. Varies. I've got a region map that is something like 1"=25 miles (aka 1 day by horse.) Then I have local maps of some areas that show all the villages relevant to the city or keep, usually no more than 50 miles across. Primarily roads, rivers, forest, mountains, swamps, and sandy deserts. I really don't care about grassland vs. rocky desert since they have similar impacts on travel times. Cities are a matter of time and my imagination. The Atlas only has large cities, with the exception of smaller towns the Heroes of the Lance passed through. A fully developed world would have towns or inns 1 days walk apart along the main roads or at any location that would make travel difficult or a stop reasonable (edge of swamps, river crossings, an oasis, etc). Krynn is so ravaged by wars that I can ignore that in many cases and have long stretches free of cities. I think of it as relevant mapping. The players don't need to know about all the villages and thorps that are out there if they don't leave their county. And then when travelling great distances, they really only care about the resources a village on the way has, not the village itself so you can often fast-forward through basic activities like picking up extra grain for the horses, additional rations, or just sleeping in a soft bed. For continuity, I keep track of those villages so the return trip is similar, but I know that on a 3 month journey they might see 60-70 different inns and they really don't matter that much 90% of the time. Ehhh, I think you've gone overkill but it depends on your game. For 8 levels my players roamed around an area that was maybe a week's ride across. Only recently do they travel great distances, and then with trepidation. If you have a caravan-based game, you'll need that information in your head, though I think you don't want to go smaller than "small town" on most of your long-term planning to give you some wiggle room later. Of course it really doesn't matter as long as you enjoy it. Make stuff down to 1"=100' if you really want, just realize that the players will be very "ho hum" where mapping is concerned. It really is a GM thing. [/QUOTE]
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