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Let’s Make a Hexcrawl Setting
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<blockquote data-quote="Daztur" data-source="post: 6099142" data-attributes="member: 55680"><p>New map: <a href="http://img89.imageshack.us/img89/4279/march10map.png" target="_blank">http://img89.imageshack.us/img89/4279/march10map.png</a></p><p></p><p></p><p>Note that the word doc I already posted is so insanely massive because a lot of the art is big pictures shrunk down to fit into the columns, the PDF condenses them down but the doc doesn't.</p><p></p><p>As for stuff about how to organize our vast horde of information:</p><p></p><p>Triskaideka: I'm agreeing with you here but kind of quailing at the amount of time that would take. When you have a large amount of information, organizing it became pretty labor-intensive and the more stuff you have the longer it takes to organize each individual bit. Also the nature of the setting can change pretty fast, for example I woke up one day and found out that there weren't any horses in the land so I had to add in some weird stuff to justify the warhorse market I'd already written in a week before <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> I have some ideas to make this work though, see below.</p><p></p><p>Sanglorian: it's not so much just the length is that we're long on ideas to spark adventure design and short on the actual nuts and bolts to run an adventure. But on the other hand it's hard to provide those nuts and bolts while maintaining system neutrality. Maybe we'll all fall in love with 5ed and want to stat stuff up for that, but I'm pretty meh on 5ed so far, as most people seem to be. </p><p></p><p>I'd have to disagree with you about the size of the setting, if anything I'd lean towards making it slightly bigger. We've got a LOT of individual polities and a massive range of terrain types for an area only slightly larger than England. But, I think that the six mile hexes works fine for gamability since that's a nice amount of size to reduce empty space without having people tripping over umpteen weird things at once.</p><p></p><p>OK, so here's what I'm thinking for organizing stuff:</p><p>-Keep the current compilation trucking as a sort of setting Bible.</p><p>-Strip general information out of the individual hexes and dump it in the appendixes, an expanded introduction, expanded region headers, etc. Will take some figuring out with the format but should be doable. I want to stop having major religions be subhexes of out of the way inns <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p>-Gazetteers! Once some regions are mostly done (and it wouldn't take THAT much of a push to get some regions or at least sub-regions done, we have some pretty good-size clumps of hexes, pull information to write up a source book about that region. It could include what Triskaideka is talking about with more crunchy bits for reference in actual play. Maybe use the Land of Nod bits as a model. Hell, we have enough content to cobble together a Vornheim-ish book about Shuttered right now.</p><p>-Question: a LOT of our text is back story. Do we want to keep that in the individual hex entries or move that somewhere else?</p><p>-What to do with Shuttered, dead god, what to do with Shuttered? I suppose a lot of info can be stripped out and moved to the region header, but still there's so much stuff there, how to organize it?</p><p></p><p>For Appendix N, I note a lot of stuff in my hex entries but some of the biggest literary ones for me have been (aside from what Sanglorian has already mentioned):</p><p>-The Thirteen Clocks by James Thurbur</p><p>-The Dying Earth quartet by Jack Vance</p><p>-George R.R. Martin's science fiction short stories (which while not being fantasy fit the mood very very well, more melancholy and strange like this setting than grim and gritty like his fantasy series)</p><p></p><p>For blogs my three favorites have been:</p><p>-Playing D&D With Pornstars</p><p>-Rolang's Creeping Doom</p><p>-Monsters & Manuals</p><p></p><p>Many hexes have been cribbed pretty directly from those three.</p></blockquote><p></p>
[QUOTE="Daztur, post: 6099142, member: 55680"] New map: [url]http://img89.imageshack.us/img89/4279/march10map.png[/url] Note that the word doc I already posted is so insanely massive because a lot of the art is big pictures shrunk down to fit into the columns, the PDF condenses them down but the doc doesn't. As for stuff about how to organize our vast horde of information: Triskaideka: I'm agreeing with you here but kind of quailing at the amount of time that would take. When you have a large amount of information, organizing it became pretty labor-intensive and the more stuff you have the longer it takes to organize each individual bit. Also the nature of the setting can change pretty fast, for example I woke up one day and found out that there weren't any horses in the land so I had to add in some weird stuff to justify the warhorse market I'd already written in a week before :) I have some ideas to make this work though, see below. Sanglorian: it's not so much just the length is that we're long on ideas to spark adventure design and short on the actual nuts and bolts to run an adventure. But on the other hand it's hard to provide those nuts and bolts while maintaining system neutrality. Maybe we'll all fall in love with 5ed and want to stat stuff up for that, but I'm pretty meh on 5ed so far, as most people seem to be. I'd have to disagree with you about the size of the setting, if anything I'd lean towards making it slightly bigger. We've got a LOT of individual polities and a massive range of terrain types for an area only slightly larger than England. But, I think that the six mile hexes works fine for gamability since that's a nice amount of size to reduce empty space without having people tripping over umpteen weird things at once. OK, so here's what I'm thinking for organizing stuff: -Keep the current compilation trucking as a sort of setting Bible. -Strip general information out of the individual hexes and dump it in the appendixes, an expanded introduction, expanded region headers, etc. Will take some figuring out with the format but should be doable. I want to stop having major religions be subhexes of out of the way inns :) -Gazetteers! Once some regions are mostly done (and it wouldn't take THAT much of a push to get some regions or at least sub-regions done, we have some pretty good-size clumps of hexes, pull information to write up a source book about that region. It could include what Triskaideka is talking about with more crunchy bits for reference in actual play. Maybe use the Land of Nod bits as a model. Hell, we have enough content to cobble together a Vornheim-ish book about Shuttered right now. -Question: a LOT of our text is back story. Do we want to keep that in the individual hex entries or move that somewhere else? -What to do with Shuttered, dead god, what to do with Shuttered? I suppose a lot of info can be stripped out and moved to the region header, but still there's so much stuff there, how to organize it? For Appendix N, I note a lot of stuff in my hex entries but some of the biggest literary ones for me have been (aside from what Sanglorian has already mentioned): -The Thirteen Clocks by James Thurbur -The Dying Earth quartet by Jack Vance -George R.R. Martin's science fiction short stories (which while not being fantasy fit the mood very very well, more melancholy and strange like this setting than grim and gritty like his fantasy series) For blogs my three favorites have been: -Playing D&D With Pornstars -Rolang's Creeping Doom -Monsters & Manuals Many hexes have been cribbed pretty directly from those three. [/QUOTE]
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