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<blockquote data-quote="jaerdaph" data-source="post: 5772795" data-attributes="member: 3398"><p><em>Full Disclosure: I prefer square grids in my overland and especially my tactical battlemaps, dungeons and floor plans.</em> </p><p></p><p>That said, there's something about a fantasy overland hex map that I find aesthetically pleasing (Darlene RULES!)- they appeal to my sense of nostalgia more than my sense of usefulness, just like an "Old School" blue and white dungeon map does. I associate overland hex maps with Old School fantasy campaigns and Old School sci fi games like Traveller. </p><p></p><p>A hex grid on an overland map serves two main purposes 1. Determining movement and distance, and 2. cubby holes for content when labeled for reference. Personally, I've never cared for hex grids for movement at any scale (overland, battlemap) preferring to use square grids for mini level combat and no grid with just a ruler for overland. But a labeled row and column hex grid can serve the same purpose equally as well as the corresponding square grid for determining content in a given area. </p><p></p><p>As for determining overland hex map scale, I'm going to refer you to the master, Rob Conley (author of Goodman Games' <em>Points of Light</em>) at his Bat in the Attic blog, specifically <a href="http://batintheattic.blogspot.com/2008/10/mapping-with-hexes.html" target="_blank">Mapping with Hexes</a> and <a href="http://batintheattic.blogspot.com/2009/08/how-to-make-fantasy-sandbox.html" target="_blank">How to Make a Fantasy Sandbox</a>. All of his <a href="http://batintheattic.blogspot.com/search/label/mapping" target="_blank">mapping</a> and <a href="http://batintheattic.blogspot.com/search/label/sandbox%20fantasy" target="_blank">fantasy sandbox</a> posts are very informative.</p></blockquote><p></p>
[QUOTE="jaerdaph, post: 5772795, member: 3398"] [I]Full Disclosure: I prefer square grids in my overland and especially my tactical battlemaps, dungeons and floor plans.[/I] That said, there's something about a fantasy overland hex map that I find aesthetically pleasing (Darlene RULES!)- they appeal to my sense of nostalgia more than my sense of usefulness, just like an "Old School" blue and white dungeon map does. I associate overland hex maps with Old School fantasy campaigns and Old School sci fi games like Traveller. A hex grid on an overland map serves two main purposes 1. Determining movement and distance, and 2. cubby holes for content when labeled for reference. Personally, I've never cared for hex grids for movement at any scale (overland, battlemap) preferring to use square grids for mini level combat and no grid with just a ruler for overland. But a labeled row and column hex grid can serve the same purpose equally as well as the corresponding square grid for determining content in a given area. As for determining overland hex map scale, I'm going to refer you to the master, Rob Conley (author of Goodman Games' [I]Points of Light[/I]) at his Bat in the Attic blog, specifically [URL="http://batintheattic.blogspot.com/2008/10/mapping-with-hexes.html"]Mapping with Hexes[/URL] and [URL="http://batintheattic.blogspot.com/2009/08/how-to-make-fantasy-sandbox.html"]How to Make a Fantasy Sandbox[/URL]. All of his [URL="http://batintheattic.blogspot.com/search/label/mapping"]mapping[/URL] and [URL="http://batintheattic.blogspot.com/search/label/sandbox%20fantasy"]fantasy sandbox[/URL] posts are very informative. [/QUOTE]
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