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RPG setting: a variant on "maps with blanks"
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<blockquote data-quote="Bluenose" data-source="post: 8372030" data-attributes="member: 49017"><p>I agree, some of the later books were more restrictive/didactic about what UPP codes meant and how much freedom there was to interpret them. I think some of that may have been because the OTU was developing and some of the writers were trying to ensure possible interpretations fitted into that specifically. Or at least that some of the other companies publishing Official material had a clear guide for how to develop material that would be consistent with GDW material.</p><p></p><p>The main reason I like to have a full subsector to start with is so I can see potentially interesting worlds that I think the PCs might interact with a lot, and start working on some ideas for them before the PCs get there. There are certainly published adventures where there's both a GM and Player map, and the latter is far sparser on information than the former; Leviathan is the most obcious (and rather good too). </p><p></p><p>Building things up as you go is one technique, whether it's adding new systems to the map or actually getting round to detailing them a little more. I admit, much of my own setting built up over nearly forty years of gradually adding more and more, either because players wanted to go somewhere new or because I wanted to run something that wouldn't work so well in the existing parts of my setting. Originally I started with a rough-and-tumble region outside the main empires (all I had for those was names) but when the players were interested in playing spoilt noble brats touring the frontiers of their realm and going into the outback beyond, well I had to develop an area on the fringe of the empire for that to really work.</p><p></p><p>Something I'm doing more is making "maps" in the Fate style, with zones rather than a typical Traveller hex map. So a world with one major and one minor continent and 70% Hydro would have a Panthalassa region (isolated islands, aquaculture ships, musterious creatures), Pangaea (huge desert interior, huge mountains, coastal settlements) and sub-Polar continent (exiled criminals, animal herding, raiders). It's an easy way to get a rough idea of terrain types and add more details later rather than work them out at the start.</p></blockquote><p></p>
[QUOTE="Bluenose, post: 8372030, member: 49017"] I agree, some of the later books were more restrictive/didactic about what UPP codes meant and how much freedom there was to interpret them. I think some of that may have been because the OTU was developing and some of the writers were trying to ensure possible interpretations fitted into that specifically. Or at least that some of the other companies publishing Official material had a clear guide for how to develop material that would be consistent with GDW material. The main reason I like to have a full subsector to start with is so I can see potentially interesting worlds that I think the PCs might interact with a lot, and start working on some ideas for them before the PCs get there. There are certainly published adventures where there's both a GM and Player map, and the latter is far sparser on information than the former; Leviathan is the most obcious (and rather good too). Building things up as you go is one technique, whether it's adding new systems to the map or actually getting round to detailing them a little more. I admit, much of my own setting built up over nearly forty years of gradually adding more and more, either because players wanted to go somewhere new or because I wanted to run something that wouldn't work so well in the existing parts of my setting. Originally I started with a rough-and-tumble region outside the main empires (all I had for those was names) but when the players were interested in playing spoilt noble brats touring the frontiers of their realm and going into the outback beyond, well I had to develop an area on the fringe of the empire for that to really work. Something I'm doing more is making "maps" in the Fate style, with zones rather than a typical Traveller hex map. So a world with one major and one minor continent and 70% Hydro would have a Panthalassa region (isolated islands, aquaculture ships, musterious creatures), Pangaea (huge desert interior, huge mountains, coastal settlements) and sub-Polar continent (exiled criminals, animal herding, raiders). It's an easy way to get a rough idea of terrain types and add more details later rather than work them out at the start. [/QUOTE]
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