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<blockquote data-quote="Philotomy Jurament" data-source="post: 5057712" data-attributes="member: 20854"><p>In original D&D, Gary talks about a "referee's map" of the wilderness that uses 5 mile hexes (in fact, the movement rate table uses number of 5 mile hexes, rather than miles or leagues). In the 1e DMG, he talks about a world or continent map using hexes of 20 to 40 miles per hex (the Greyhawk map uses 30 miles per hex), with more detailed or zoomed in area maps that divide each large hex by five, giving a scale of 4 to 8 miles per hex. I like either a 30 mile hex + 6 miles per hex area maps, or a 25 mile hex + 5 miles per hex area maps (the second is what I'm currently using). Your map's hexes cover more area than I would choose, but they're still within the guidelines that Gary suggested.</p><p></p><p><img src="http://www.philotomy.com/images/hexes.png" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p></p><p>Hex crawls seem to work well with on a 5 or 6 miles per hex area map (especially for interesting sites on your world map). Both 5 and 6 miles work out well with leagues (the distance one can walk in an hour). Historically, leagues have been commonly defined at both 2.5 miles and 3 miles (take your pick), so your "referee's area map" hexes can break down into 2 leagues (2 hour walk) each. These maps complement your world map.</p><p></p><p>The league measurement is also useful on the world map. For example, at 25 miles per hex and a 2.5 mile league, you have a hex being a 10 hour march in clear terrain (that pace may or may not sustainable over many days, but it's still useful to have 1 hex = 1 day's walk, roughly). Also, the standard OD&D or AD&D "barony" or domain is a 20 to 30 mile radius around the castle or fortress (i.e. a "point of light"), which works out well with the world map's hex scale.</p></blockquote><p></p>
[QUOTE="Philotomy Jurament, post: 5057712, member: 20854"] In original D&D, Gary talks about a "referee's map" of the wilderness that uses 5 mile hexes (in fact, the movement rate table uses number of 5 mile hexes, rather than miles or leagues). In the 1e DMG, he talks about a world or continent map using hexes of 20 to 40 miles per hex (the Greyhawk map uses 30 miles per hex), with more detailed or zoomed in area maps that divide each large hex by five, giving a scale of 4 to 8 miles per hex. I like either a 30 mile hex + 6 miles per hex area maps, or a 25 mile hex + 5 miles per hex area maps (the second is what I'm currently using). Your map's hexes cover more area than I would choose, but they're still within the guidelines that Gary suggested. [img]http://www.philotomy.com/images/hexes.png[/img] Hex crawls seem to work well with on a 5 or 6 miles per hex area map (especially for interesting sites on your world map). Both 5 and 6 miles work out well with leagues (the distance one can walk in an hour). Historically, leagues have been commonly defined at both 2.5 miles and 3 miles (take your pick), so your "referee's area map" hexes can break down into 2 leagues (2 hour walk) each. These maps complement your world map. The league measurement is also useful on the world map. For example, at 25 miles per hex and a 2.5 mile league, you have a hex being a 10 hour march in clear terrain (that pace may or may not sustainable over many days, but it's still useful to have 1 hex = 1 day's walk, roughly). Also, the standard OD&D or AD&D "barony" or domain is a 20 to 30 mile radius around the castle or fortress (i.e. a "point of light"), which works out well with the world map's hex scale. [/QUOTE]
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