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#1 | |
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Join Date: Mar 2013
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Hey all,
Coupled with my discussion of overland speculative trade a few weeks (months?) ago, I've been brainstorming a system for running "hexcrawls" in GURPS. First of all, huge shout out to Bill Stoddard and Sean Punch for their previous advice and work on DF16 - Wilderness Adventures, respectively. They've been an immense help! On to the actual topic. From DF16 - Wilderness Adventures, p. 27: "Conquerors and delvers prize area maps. Creating these on foot means zigzagging across a region for longer than is fun for most players." My question here is, assuming you did have players interested in this, especially as it relates to long-running campaigns, how long would it take? I should note that I realize the answer to this question is infinitely variable depending on the specifics of terrain; my primary goal here is coming up with something that is reasonable, gameable, and that is preferably more grounded than "as long as you want it to take." What follows is some of my own musings on the topic. I am not an expert on this topic so consider this sentence as one big qualifier for what follows. Feedback and advice is welcome and encouraged. The smallest scale for area maps seems to be about 1:5,000, wherein one inch on a map corresponds to 5,000 inches, or about 420 feet. Assuming we want a map that is accurate enough to distinguish, say, individual units in a tenement building, we'll probably want it accurate to around 10 feet. That's the modern equivalent of 42 dpi, or about 1,800 data points per square inch. Quote:
Jinumon |
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| Tags |
| cartography, low-tech, mapping, observation, wilderness adventures |
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