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Worlds of Design: Medieval Travel & Scale
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<blockquote data-quote="Li Shenron" data-source="post: 8040654" data-attributes="member: 1465"><p>Well yes, if the scale of the game is such that the players or the DM have to plan lots of travel options, a regular modern-accuracy map is better.</p><p></p><p>I am reasoning from my perspective which is that of a DM who never gets far enough into high levels, and also for some reason prefers to lean towards a "dark ages" setting feels rather than renaissance (i.e. move the setting feel towards the past).</p><p></p><p>So my games tend to have funny-looking treasure maps rather than cartography. Large scale maps found in books are more for showing-off moments at the table ("this is your whole world, behold!"), and to give me as a DM a sense of divine knowledge and control over the setting. But when it comes down to giving information for the PCs, I find it a lot more practical to have them gather information on travel times and other needs directly, because that's how the folks living in the fantasy world think like.</p><p></p><p>This is presumably dependent on my preference for that "dark ages" feel. Just to give a better idea, I don't generally make only accurate maps scarce, but also books.</p><p></p><p>Although what I was trying to say, is that even most of us in our modern lives tend to think more often in travel times than distances. For instance, wherever we live, we typically learned first how long it takes to reach various places of interest (school, work, post office) than how far they are. I couldn't say how many km are from the nearest hospital, but I know how long it takes by car or bus.</p><p></p><p>From the DMs point of view, there are stronger arguments for accurate maps, although for low-level games I still don't need much.</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 8040654, member: 1465"] Well yes, if the scale of the game is such that the players or the DM have to plan lots of travel options, a regular modern-accuracy map is better. I am reasoning from my perspective which is that of a DM who never gets far enough into high levels, and also for some reason prefers to lean towards a "dark ages" setting feels rather than renaissance (i.e. move the setting feel towards the past). So my games tend to have funny-looking treasure maps rather than cartography. Large scale maps found in books are more for showing-off moments at the table ("this is your whole world, behold!"), and to give me as a DM a sense of divine knowledge and control over the setting. But when it comes down to giving information for the PCs, I find it a lot more practical to have them gather information on travel times and other needs directly, because that's how the folks living in the fantasy world think like. This is presumably dependent on my preference for that "dark ages" feel. Just to give a better idea, I don't generally make only accurate maps scarce, but also books. Although what I was trying to say, is that even most of us in our modern lives tend to think more often in travel times than distances. For instance, wherever we live, we typically learned first how long it takes to reach various places of interest (school, work, post office) than how far they are. I couldn't say how many km are from the nearest hospital, but I know how long it takes by car or bus. From the DMs point of view, there are stronger arguments for accurate maps, although for low-level games I still don't need much. [/QUOTE]
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