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*TTRPGs General
Why the focus on *geography* in RPGing?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 8658455" data-attributes="member: 82106"><p>But I would say that, particularly in more modern RPGs where the focus is not often on things like marching and supplies and whatnot, that the notion of 'map' can be a LOT looser. We've been playing Torchbearer 2 ([USER=71235]@niklinna[/USER] is in that game, which is run by [USER=6696971]@Manbearcat[/USER]) and while MBC does have a regional map, I don't think there are detailed level maps, generally. The map is more of a conceptual thing, like if we climb the mountain there are a few different paths to the top, and I expect each one will end up having its own obstacles. For example at one point there was this weird tree, and alternatively you could climb a scary looking cliff and get around the weird tree. So maybe it could be described as what was mentioned as 'nodes', so maybe the 'map' in this case is more of a graph. TB2 seems pretty much designed to work this way as well, as everything is divided up into 'travel legs' and then when you get to the end of a leg, there's going to be SOMETHING, a town, a scene with obstacles, etc. Time is abstract too, so traveling a 'leg' might require a tick on the grind (unless it is mapped already, then the travel is normally just uneventful). Obviously classic D&D doesn't utilize a structure like this, so you would more likely have the geographic map (and I have drawn literally 100's of them myself too).</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8658455, member: 82106"] But I would say that, particularly in more modern RPGs where the focus is not often on things like marching and supplies and whatnot, that the notion of 'map' can be a LOT looser. We've been playing Torchbearer 2 ([USER=71235]@niklinna[/USER] is in that game, which is run by [USER=6696971]@Manbearcat[/USER]) and while MBC does have a regional map, I don't think there are detailed level maps, generally. The map is more of a conceptual thing, like if we climb the mountain there are a few different paths to the top, and I expect each one will end up having its own obstacles. For example at one point there was this weird tree, and alternatively you could climb a scary looking cliff and get around the weird tree. So maybe it could be described as what was mentioned as 'nodes', so maybe the 'map' in this case is more of a graph. TB2 seems pretty much designed to work this way as well, as everything is divided up into 'travel legs' and then when you get to the end of a leg, there's going to be SOMETHING, a town, a scene with obstacles, etc. Time is abstract too, so traveling a 'leg' might require a tick on the grind (unless it is mapped already, then the travel is normally just uneventful). Obviously classic D&D doesn't utilize a structure like this, so you would more likely have the geographic map (and I have drawn literally 100's of them myself too). [/QUOTE]
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Why the focus on *geography* in RPGing?
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