04-25-2016, 03:09 PM | #31 |
Join Date: Dec 2008
Location: Cumberland, ME
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Re: [Practicum] Procedural World-Building Test Run
Chapter 7
From now, I'm going to be determining Climate and Terrain first, and then determining size. This ordering just feels better for me, particularly when it comes to things like extending beaches, rivers, etc. Not that I have any beaches to extend yet.
Chapter 7a
--------------- The World So Far |
04-25-2016, 03:19 PM | #32 |
Join Date: Dec 2008
Location: Cumberland, ME
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Re: [Practicum] Procedural World-Building Test Run
At this point, I'll probably have a few more chapters and then wrap this up. I want to fill in the gaps in the bottom left and right of the map, the gap in the top left, and get one "layer" of ocean regions to the south.
In case anyone is curious, since I deliberately turn off the grid when I'm generating the "World to Date" image, the map is currently about 60-some-odd hexes east-west, and around 45-50 hexes north-south (due to the dimensions of hexes). In Collaborative Gamer terms, that means about 30 days across and 25 days tall, so take whatever you think is a reasonable average foot-distance-per-day and you'll get a rough idea of how large this area is. Think you can walk 30 miles in a day? Then it's about 900 miles across and 750 miles tall—once it's all filled in, that would make it about the size of Libya, Iran, or Texas. |
04-25-2016, 08:42 PM | #33 |
Join Date: Aug 2008
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Re: [Practicum] Procedural World-Building Test Run
I'm really enjoying this, landwalker. Now you have me thinking about trying this generator out myself. Thanks for making me aware of this (so many "post about my blog" threads have started, I've sadly begun ignoring them and am missing out apparently.)
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04-25-2016, 10:58 PM | #34 |
Join Date: Jun 2010
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Re: [Practicum] Procedural World-Building Test Run
The militarised, semi-civilised human beach region probably makes for a good campaign starting point; first adventure is going upriver.
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04-26-2016, 03:00 PM | #35 |
Join Date: Dec 2008
Location: Cumberland, ME
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Re: [Practicum] Procedural World-Building Test Run
Chapter 8
Chapter 8a
Chapter 8b
Chapter 8c
--------------- The World So Far |
04-26-2016, 10:48 PM | #36 |
Join Date: Feb 2011
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Re: [Practicum] Procedural World-Building Test Run
Looks like a really interesting place to explore. The great thing about this system is definitely that the world is unknown beyond the next horizion... I think it suggests adding a reason, such as a great dark age or some other phenomenon that resulted in a scrambling of terrain or just everyone forgetting what's past the next hill.
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04-27-2016, 07:21 AM | #37 | |
Join Date: Dec 2008
Location: Cumberland, ME
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Re: [Practicum] Procedural World-Building Test Run
Quote:
For your basic Dungeon Fantasy game, that's usually perfectly fine! DF worlds are adventurer-centric, and for all practical purposes don't exist when their existence isn't serving the PCs. It would also work well for, as you suggest, a sort of great dark age. Of course, even historically, very few people ever set foot further than 20-30 miles from where they were born, so in such a world, almost all knowledge of lands beyond the horizon is hearsay at best. Which all is basically summed up as "The system is naturally predisposed towards "just-in-time" world generation, where it makes sense for characters to have (or need) minimal foreknowledge of distant lands." It would probably be more work (at least, more initial work) to use the system to create an entire world before the campaign starts, in situations where it does matter what's beyond the horizon even when the PCs aren't there. But in such a campaign, the GM (assuming there is a GM) probably already knows roughly what he wants things to look like anyway, and if there is no GM, it probably wouldn't be impossible for the players to simply come to an agreement about the broad situation and make declarative (rather than RNG) decisions about what characteristics to apply to particular regions. If you were actually going to generate a whole world, it could take a rather long time. Remember, once this is done, it'll be roughly 675,000 square miles, or about the size of Texas or Iran. It'll be a little more than 1/6 the size of Europe, or slightly bigger than the combined land area of (Portugal + Spain + France + German + Belgium + Netherlands). If you're familiar with the D&D world of Eberron, the Kingdom of Aundair by itself is approximately 560,000 square miles, and it isn't exactly the largest piece of its continent, either. (Of course, Khorvaire is a huge continent, probably comparable in size to Africa.) In fact, the argument could be made that this system actually produces climates and terrains that change too quickly. Last edited by Landwalker; 04-27-2016 at 07:35 AM. |
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