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General Tabletop Discussion
*TTRPGs General
Worlds of Design: Medieval Travel & Scale
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<blockquote data-quote="Fenris-77" data-source="post: 8041364" data-attributes="member: 6993955"><p>Along the road, sure, roads are fine, and they're usually on the map, or easy to get directions to find. Off that list it's only maybe adventurers that are doing any real exploring offroad, and even then you're likely relying on their verbal account, which will be in very general overall and measure things in days and half days. Lots of room for blanks there. The inconsistency thing isn't a worry. If you add detail it stays. Why would you assume otherwise? Floating geography wasn't mentioned at all upstream, and it's certainly not something I use.</p><p></p><p></p><p>Even the local info wouldn't generate anything so precise as the Phandalin adventure map from above. Some landmarks, some distances, and not much more and you're still off to the races. Unless you leave civilization you'll be able to get better info as you go. All I'm saying is that the ability to locate yourself precisely on a large scale map is a very modern idea, and it makes the world smaller in some ways. There's nothgin wring with maps at all, and in some games I use them, even the exact map above. But in some other games I revel in the chance to not use one.</p><p>I don't have issues with inconsistency. Notes are essential of course, but you're not adding all that much at once. YMMV, but I haven't had any issues. The campaign I'm running now has one map of the home base village, but nothing for wilderness that they are exploring. I don't really map anything except where they actually go, and only have some very rough notes for distance and possible hazards written down. I will have more details for the destination of course, but in between? I'm completely fine playing to find out what happens.</p></blockquote><p></p>
[QUOTE="Fenris-77, post: 8041364, member: 6993955"] Along the road, sure, roads are fine, and they're usually on the map, or easy to get directions to find. Off that list it's only maybe adventurers that are doing any real exploring offroad, and even then you're likely relying on their verbal account, which will be in very general overall and measure things in days and half days. Lots of room for blanks there. The inconsistency thing isn't a worry. If you add detail it stays. Why would you assume otherwise? Floating geography wasn't mentioned at all upstream, and it's certainly not something I use. Even the local info wouldn't generate anything so precise as the Phandalin adventure map from above. Some landmarks, some distances, and not much more and you're still off to the races. Unless you leave civilization you'll be able to get better info as you go. All I'm saying is that the ability to locate yourself precisely on a large scale map is a very modern idea, and it makes the world smaller in some ways. There's nothgin wring with maps at all, and in some games I use them, even the exact map above. But in some other games I revel in the chance to not use one. I don't have issues with inconsistency. Notes are essential of course, but you're not adding all that much at once. YMMV, but I haven't had any issues. The campaign I'm running now has one map of the home base village, but nothing for wilderness that they are exploring. I don't really map anything except where they actually go, and only have some very rough notes for distance and possible hazards written down. I will have more details for the destination of course, but in between? I'm completely fine playing to find out what happens. [/QUOTE]
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