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Overland Travel: a return to Hexploration?
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<blockquote data-quote="ExploderWizard" data-source="post: 5600071" data-attributes="member: 66434"><p>Hex scale is largely a function of defining the scope of the map in general. </p><p> </p><p>Large scale old school maps in Basic D&D were 24 miles to the hex. I find it best to start with a large scale such as this then make certain areas more detailed usually starting by outlining the choice parts as 6 miles per hex before doing the 1 mile per hex areas of main focus. </p><p> </p><p>This is similar to the megadungeon mapping concept of starting with a large scale overview of a sprawling connected underground setting perhaps at a scale of hundreds of feet per inch then doing maps of select portions or individual 'dungeon modules' at a typical scale of 10' per square. </p><p> </p><p>In addition to normal travel difficulties related to supplies, terrain, and weather, a detailed overland map can be used to deliver information to the players about important things in the region. For example a map of a mountain region might feature the cave of a fearsome mountain giant in a particular hex. On the detail map, you can show signs of the giant's presence in the form of tracks, and the remains of large powerful beasts which the giant has killed for meat and skin. These perhaps along with notable absent animal life should make the PCs aware of something dangerous in the area.</p></blockquote><p></p>
[QUOTE="ExploderWizard, post: 5600071, member: 66434"] Hex scale is largely a function of defining the scope of the map in general. Large scale old school maps in Basic D&D were 24 miles to the hex. I find it best to start with a large scale such as this then make certain areas more detailed usually starting by outlining the choice parts as 6 miles per hex before doing the 1 mile per hex areas of main focus. This is similar to the megadungeon mapping concept of starting with a large scale overview of a sprawling connected underground setting perhaps at a scale of hundreds of feet per inch then doing maps of select portions or individual 'dungeon modules' at a typical scale of 10' per square. In addition to normal travel difficulties related to supplies, terrain, and weather, a detailed overland map can be used to deliver information to the players about important things in the region. For example a map of a mountain region might feature the cave of a fearsome mountain giant in a particular hex. On the detail map, you can show signs of the giant's presence in the form of tracks, and the remains of large powerful beasts which the giant has killed for meat and skin. These perhaps along with notable absent animal life should make the PCs aware of something dangerous in the area. [/QUOTE]
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