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Worldbuilding: How far should things be?
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<blockquote data-quote="Lackofname" data-source="post: 8119036" data-attributes="member: 87598"><p>So I wanted to share what I'm doing for the campaign, in part to have anyone feel like checking it, and in part to just share with the group.</p><p></p><p>Structurally the campaign is mimicking the initial settlers of the United States; the first attempt to lay claim to a newly discovered and untouched continent. The PCs are either on the first boat to set foot and pitch tent, or it's a Roanoke situation--among the second-wave colonists on the first resupply ship discovering all the initial settlers have vanished. The local natives are set up similar to the Native Americans; primitive technology, no towns, no roads.</p><p></p><p><em>Aesthetically</em> it's pulp jungle adventure. Ziggurats, volcano gods, evil snake-men, ancient temples full of boobytraps, tropical islands, headhunting undead, and more curses than you can shake a shrunken head at. Pulling from South American/African/Polynesian inspirations (and RPGs like PF's Mwangi expanse, Nyambe, The Razor Coast), Kong, and so on. The starter zone's natives are all tabaxi, lizardfolk, evil yuan-ti, mysterious aranea, and maybe kenku? Nature spirits are both the religion and de-facto feudal lords. With of course some deeper plots involving Demogorgon. There are <em>reasons</em> the natives aren't touching remnants of the past civilization that was wiped out, and advancement has drifted back to primitive tech.</p><p></p><p><em>I think</em> what I'm settling on is 1 hex = 6 miles. Crossing a hex through dense jungle takes a physically fit adventurer 4 hours. Travel time between important things like village-to-village is shortened because of established paths, but driving off into the bush is going to significantly slow progress. The villages are probably sort of clumps--2-4 relatively close (the ol' 5 mile walking distance rule of thumb), and then you'll have another clump maybe 10-20 miles off.</p></blockquote><p></p>
[QUOTE="Lackofname, post: 8119036, member: 87598"] So I wanted to share what I'm doing for the campaign, in part to have anyone feel like checking it, and in part to just share with the group. Structurally the campaign is mimicking the initial settlers of the United States; the first attempt to lay claim to a newly discovered and untouched continent. The PCs are either on the first boat to set foot and pitch tent, or it's a Roanoke situation--among the second-wave colonists on the first resupply ship discovering all the initial settlers have vanished. The local natives are set up similar to the Native Americans; primitive technology, no towns, no roads. [I]Aesthetically[/I] it's pulp jungle adventure. Ziggurats, volcano gods, evil snake-men, ancient temples full of boobytraps, tropical islands, headhunting undead, and more curses than you can shake a shrunken head at. Pulling from South American/African/Polynesian inspirations (and RPGs like PF's Mwangi expanse, Nyambe, The Razor Coast), Kong, and so on. The starter zone's natives are all tabaxi, lizardfolk, evil yuan-ti, mysterious aranea, and maybe kenku? Nature spirits are both the religion and de-facto feudal lords. With of course some deeper plots involving Demogorgon. There are [I]reasons[/I] the natives aren't touching remnants of the past civilization that was wiped out, and advancement has drifted back to primitive tech. [I]I think[/I] what I'm settling on is 1 hex = 6 miles. Crossing a hex through dense jungle takes a physically fit adventurer 4 hours. Travel time between important things like village-to-village is shortened because of established paths, but driving off into the bush is going to significantly slow progress. The villages are probably sort of clumps--2-4 relatively close (the ol' 5 mile walking distance rule of thumb), and then you'll have another clump maybe 10-20 miles off. [/QUOTE]
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