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Worlds of Design: Modern vs. Medieval Maps
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<blockquote data-quote="lewpuls" data-source="post: 8766357" data-attributes="member: 30518"><p>Moderns are accustomed to cheap and readily available maps that show distance as well as road connectivity. That kind of map is rarely going to exist in a low technology/Medieval setting.</p><p></p><p>[ATTACH=full]261053[/ATTACH]</p><p></p><p style="text-align: center">Two views of the same geospatial relationships (part of the <em>Britannia </em>game map)</p><p></p><p></p><h3>Distance vs. Time</h3><p>Our opening quote describes how perceptions and experience can make so much difference. This time we're applying this to maps, where we see that people living in a huge (and mobile) country like America think 100 miles is a short distance, while those living in countries with a long pre-technological history may think 100 miles is a long way.</p><p></p><p>Travel times depend on the state of roads, and we have to remember that aside from Roman roads, roads in pre-technological times tended to be dirt tracks or (in early technological times) occasionally timber. In wet weather they were much slower than in good weather. I'm reminded of Google Maps, where travel times clearly assume that traffic is light and that you don't stop for traffic lights. Weather is assumed to be fine.</p><p></p><p>One of the keys here is that modern people are accustomed to cheap and readily available maps that show distance as well as road connectivity. That kind of map is rarely going to exist in a low technology/Medieval setting. In days before air travel and satellites, accurate maps of a modern type were a lot harder to make than they are now. What you're more likely to get, and what may be more practical for people of that era, is a map that shows <strong>times </strong>rather than <strong>distances</strong>. This would normally be a connectivity map: circles for locations, connecting lines with travel time listed (see illustration of a large-scale connectivity map, though without travel times).</p><h3>How Accurate Are Your Maps?</h3><p>In non-technological times, maps may be quite inaccurate. If you've seen what some 16th century maps of the world look like, you know what I mean.</p><p></p><p>Some RPG adventure modules include both maps for the GM and maps to give the player characters. There's more detail on the GM maps, and there may be inaccuracies on the player map. The GM map will probably be in distances, perhaps with a hex grid, but the player map may be a connectivity map with travel times rather than distances.</p><p></p><p>Think of this in terms of a friend telling you how to get to their house. Some will give you directions, a sort of connectivity map: turn left here, turn right at the light, drive 5 miles, and so on. This kind of “map” uses obvious landmarks, such as “turn right at the Walmart”. Others will give you a scale map, whether a map someone else made or a map that they made themselves. Which would you rather have? I would much rather have the map, because if you lose your way and you have a (distance) map you can probably figure out how to get where you need to go. Whereas if you lose your way and you only have directions there's a good chance you won't be able to get back onto the right place in/for the directions, and you'll be lost. My wife, on the other hand, wants the other alternative, because so many “distance” maps don’t actually have a scale of distance on them, and because she judges actual distances (such as “three tenths of a mile”) poorly.</p><p></p><p>For ordinary people a connectivity map might be more useful than a distance map. If travelling by river, the connecting line would follow the river. For significant terrain you can color the connecting line accordingly, say black if the going is mountainous, blue for a river, etc.</p><h3>Solving the Mapping Problem</h3><p>For RPGs, we can think of magical mapmaking devices easily enough.</p><ul> <li data-xf-list-type="ul">Perhaps one is a large flat piece of material that draws a map of the terrain of the area around you (you're in the middle). It would be blocked by stone underground.</li> <li data-xf-list-type="ul">Another device could draw a map on paper or vellum as you travel.</li> <li data-xf-list-type="ul">Another would track the exact distance you travel, whether by foot, horse, or boat.</li> <li data-xf-list-type="ul">Another would make a map of where you’ve been, so that you can get back to your starting point.</li> </ul><p>I suppose we could say that “maps” can include connections, directions, timings, landmarks, distances, or all roads in scale (typical modern map).</p><p></p><p>There are lots of possible missions in hiring adventurers to make maps. After all, isn't exploring one of the fundamental activities in RPGs? Mapmaking is a good excuse to get player characters into overland adventures rather than dungeoneering. There might be skills that one of the party must know in order to make a map that corresponds well to the actual area. The area may be occupied by hostiles, or by strange encounters.</p><p></p><p><strong>Your turn: Have you made an adventure out of hiring the adventurers to make maps (whether based on distance or travel time)?</strong></p></blockquote><p></p>
[QUOTE="lewpuls, post: 8766357, member: 30518"] Moderns are accustomed to cheap and readily available maps that show distance as well as road connectivity. That kind of map is rarely going to exist in a low technology/Medieval setting. [ATTACH type="full" alt="Presentation1.jpg"]261053[/ATTACH] [CENTER]Two views of the same geospatial relationships (part of the [I]Britannia [/I]game map)[/CENTER] [HEADING=2]Distance vs. Time[/HEADING] Our opening quote describes how perceptions and experience can make so much difference. This time we're applying this to maps, where we see that people living in a huge (and mobile) country like America think 100 miles is a short distance, while those living in countries with a long pre-technological history may think 100 miles is a long way. Travel times depend on the state of roads, and we have to remember that aside from Roman roads, roads in pre-technological times tended to be dirt tracks or (in early technological times) occasionally timber. In wet weather they were much slower than in good weather. I'm reminded of Google Maps, where travel times clearly assume that traffic is light and that you don't stop for traffic lights. Weather is assumed to be fine. One of the keys here is that modern people are accustomed to cheap and readily available maps that show distance as well as road connectivity. That kind of map is rarely going to exist in a low technology/Medieval setting. In days before air travel and satellites, accurate maps of a modern type were a lot harder to make than they are now. What you're more likely to get, and what may be more practical for people of that era, is a map that shows [B]times [/B]rather than [B]distances[/B]. This would normally be a connectivity map: circles for locations, connecting lines with travel time listed (see illustration of a large-scale connectivity map, though without travel times). [HEADING=2]How Accurate Are Your Maps?[/HEADING] In non-technological times, maps may be quite inaccurate. If you've seen what some 16th century maps of the world look like, you know what I mean. Some RPG adventure modules include both maps for the GM and maps to give the player characters. There's more detail on the GM maps, and there may be inaccuracies on the player map. The GM map will probably be in distances, perhaps with a hex grid, but the player map may be a connectivity map with travel times rather than distances. Think of this in terms of a friend telling you how to get to their house. Some will give you directions, a sort of connectivity map: turn left here, turn right at the light, drive 5 miles, and so on. This kind of “map” uses obvious landmarks, such as “turn right at the Walmart”. Others will give you a scale map, whether a map someone else made or a map that they made themselves. Which would you rather have? I would much rather have the map, because if you lose your way and you have a (distance) map you can probably figure out how to get where you need to go. Whereas if you lose your way and you only have directions there's a good chance you won't be able to get back onto the right place in/for the directions, and you'll be lost. My wife, on the other hand, wants the other alternative, because so many “distance” maps don’t actually have a scale of distance on them, and because she judges actual distances (such as “three tenths of a mile”) poorly. For ordinary people a connectivity map might be more useful than a distance map. If travelling by river, the connecting line would follow the river. For significant terrain you can color the connecting line accordingly, say black if the going is mountainous, blue for a river, etc. [HEADING=2]Solving the Mapping Problem[/HEADING] For RPGs, we can think of magical mapmaking devices easily enough. [LIST] [*]Perhaps one is a large flat piece of material that draws a map of the terrain of the area around you (you're in the middle). It would be blocked by stone underground. [*]Another device could draw a map on paper or vellum as you travel. [*]Another would track the exact distance you travel, whether by foot, horse, or boat. [*]Another would make a map of where you’ve been, so that you can get back to your starting point. [/LIST] I suppose we could say that “maps” can include connections, directions, timings, landmarks, distances, or all roads in scale (typical modern map). There are lots of possible missions in hiring adventurers to make maps. After all, isn't exploring one of the fundamental activities in RPGs? Mapmaking is a good excuse to get player characters into overland adventures rather than dungeoneering. There might be skills that one of the party must know in order to make a map that corresponds well to the actual area. The area may be occupied by hostiles, or by strange encounters. [B]Your turn: Have you made an adventure out of hiring the adventurers to make maps (whether based on distance or travel time)?[/B] [/QUOTE]
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