08-16-2018, 09:51 AM | #31 | |
Join Date: Jul 2006
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Re: Considering the standard 5 Mile Hex for TFT
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I personally use 12.5 mile hexes for campaign maps because that equate to 5 hours of walking. https://2.bp.blogspot.com/-IuIC0P5Yr...Viridistan.jpg The regional maps have 2.5 mile hexes each one hour to walk across. https://2.bp.blogspot.com/-f2v1T-gDn...2BRev%2B03.jpg I may use a smaller regional map where each hex .5 miles across. But I only done that twice. http://1.bp.blogspot.com/-zY6LvYZdYF...2BArea%2B2.jpg To be clear I only pointing out that you don't need so many different levels of mapping. The system of scales is fine and the fact they are all 3x multiples is fine as well. |
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08-16-2018, 10:15 AM | #32 | |
Join Date: May 2010
Location: Alsea, OR
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Re: Considering the standard 5 Mile Hex for TFT
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08-16-2018, 10:15 AM | #33 |
Join Date: Apr 2018
Location: Idaho Falls
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Re: Considering the standard 5 Mile Hex for TFT
I'm still getting line weight "over sizing" on my pdf map sheet. I am going to try something different today to see if I can create an 8.5x11 sheet of paper with a faint hex grid for players to make their own maps
I'm also going to use blank lines for scale notations so players can chose their own scale when drawing the map on the sheet. |
08-16-2018, 10:25 AM | #34 |
Join Date: Aug 2018
Location: Aerlith
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Re: Considering the standard 5 Mile Hex for TFT
I'm working on a couple of designs in which travel on the map is a major component of the adventure. I'd like to include a time-of-day track as part of it as well. One map is based on a real-world location and is roughly 15 miles from the center of one hex to the next. For that I am thinking the time track would be just three parts of the day (8 hours per block), and each hex movement use one unit (with one of the three blocks typically being used for rest). Does that sound reasonable?
I'm still playing with the scale of the other. My initial layout was 2 miles hex-to-hex, with a time slider of 6 parts (4 hours), but that seems like a pretty slow travel rate, especially compared to the above. Does anyone have thoughts on generalised travel times in an RPG setting? I know it's typically influenced by terrain type as well, but my maps handle terrain a bit differently and I'd like to use a simpler time rule (same amount per hex moved). Thanks! |
08-16-2018, 10:49 AM | #35 | |
Join Date: Apr 2018
Location: Idaho Falls
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Re: Considering the standard 5 Mile Hex for TFT
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I mean it works, in a heroic fashion, but I prefer to stick to 8 to 12 miles covered in a day by a party, with packs, stopping at small hamlets for news, having encounters (combat or otherwise), and breaking out their own journals and maps to keep them current. |
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08-16-2018, 10:52 AM | #36 | |
Join Date: Aug 2018
Location: Aerlith
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Re: Considering the standard 5 Mile Hex for TFT
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08-16-2018, 11:04 AM | #37 |
Join Date: Apr 2018
Location: Idaho Falls
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Re: Considering the standard 5 Mile Hex for TFT
Also, my opinion on night travel
As modern folk we take it for granted that we can travel "through the night" but before the invention of electricity, and other modern conveniences, travel "through the night" was rare You could not possibly travel through the night if the moon was waning or waxing a few days either side of the new moon. You might carry a torch, or a lantern, but you would not be able to see important landmarks that keep you on the right path. Traveling when there was moon light was risky, just a few clouds and you had the same problem. Overland travel at night, even with a compass, means taking on certain high risks, walking into a swamp, walking up to a ridge line either straight up or down, and others. One morning, while the sun was rising but not above the horizon and there was considerable fog, my wife and I were walking along the southern coast of Ireland near Ballinspittle and we were warned to keep our eyes on the ground and sure enough we walked right up to a crack in the ground that was forty feet above the sea. |
08-16-2018, 11:16 AM | #38 |
Join Date: Jul 2006
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Re: Considering the standard 5 Mile Hex for TFT
It fell into disuse because the industry opted to format settings like a Travelogue rather than the terse numbered lists of Judges Guild and Traveller.
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08-16-2018, 11:25 AM | #39 |
Join Date: Aug 2018
Location: Aerlith
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Re: Considering the standard 5 Mile Hex for TFT
You raise further good points and I largely discourage night travel within my proposed settings. That time should be for sleep, recovery, and in general there are just too many hazards with travel at night. Characters who insist on traveling at night will run the risk of more dangerous and hazardous encounter events in that period. There should also be a penalty leveled for too much consecutive travel without sufficient rest periods. The one-day-and-night-per-hex rule on my larger scale map basically enforces that, saying that such rest periods are an implicit part of the overall travel time.
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08-16-2018, 12:11 PM | #40 | |
Join Date: Aug 2004
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Re: Considering the standard 5 Mile Hex for TFT
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Seriously, all you need to worry about is the tactical map at 1 hex = 4 feet. Your other scales are just to show you progress through the labyrinth and overland. Tactical details won't appear on them. Think of the tactical map as a drawing of the contents of one room of your house. When you expand to look at a floor plan, it doesn't matter where the things in that room are, or what scale they happen to be. When you look at a map of your neighborhood, it doesn't show where your dresser is placed.
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Guy McLimore
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