Continuing on with Adventure Material development, I have to take a look at the amount of material I will need to begin the campaign. In order to keep this a small project (this is, after all, about Minimal Sandbox Preparation), I elected to pursue a smaller area for development. Being a fan of Traveller, my first reaction was to go with a subsector map, a hex map that measures 8 columns across by 10 rows down. By putting Ashaba in the middle of the map, that basically gives me an area to play that covers about two-three days travel from the center (depending on direction). That should give me plenty of room for the initial explorations of the characters, and if this method turns out to be faster for me, I can easily develop adjacent subsector-sized regions as they are needed.
Despite the fact that we really only need to develop a few areas around the players' home base city of Ashaba, I used NBOS Software's free Inspiration Pad Pro to develop the contents for the hexes for the entire region. I did this to demonstrate the range and frequency of results that I got from the process, mostly as a way of field-testing the random chart I'd created. Here's my result set, replacing an Empty result in hex 0505 with Ashaba:
Hex Contents 0101 Empty 0102 Lair: Common Animal 0103 Lair: Humanoid 0104 Empty 0105 Color 0106 Empty 0107 Site: Dungeon (1 level) 0108 Settlement: Homestead or Plantation 0109 Empty 0110 Lair: Common Animal 0201 Empty 0202 Lair: Supernatural Creature 0203 Empty 0204 Empty 0205 Settlement: Homestead or Plantation 0206 Empty 0207 Empty 0208 Empty 0209 Terrain Effect: Arcane 0210 Empty 0301 Empty 0302 Empty 0303 Empty 0304 Color 0305 Empty 0306 Empty 0307 Lair: Humanoid 0308 Empty 0309 Empty 0310 Empty 0401 Settlement: Homestead or Plantation 0402 Lair: Supernatural Creature 0403 Empty 0404 Empty 0405 Empty 0406 Site: Dungeon (4 levels) 0407 Empty 0408 Empty 0409 Empty 0410 Terrain Effect: Divine 0501 Empty 0502 Empty 0503 Lair: Supernatural Creature 0504 Empty 0505 Ashaba (Home Base) 0506 Empty 0507 Empty 0508 Lair: Common Animal 0509 Empty 0510 Empty 0601 Empty 0602 Empty 0603 Empty 0604 Empty 0605 Lair: Humanoid 0606 Terrain Effect: Man-made 0607 Empty 0608 Color 0609 Empty 0610 Empty 0701 Empty 0702 Lair: Supernatural Creature 0703 Empty 0704 Empty 0705 Settlement: Monastery or Shrine or Temple 0706 Empty 0707 Site: Tower (3 levels) 0708 Color 0709 Lair: Humanoid 0710 Empty 0801 Lair: Supernatural Creature 0802 Empty 0803 Lair: Common Animal 0804 Site: Dungeon (5 levels) 0805 Color 0806 Color 0807 Empty 0808 Terrain Effect: Natural and Arcane 0809 Site: Dungeon (1 level) 0810 Empty
This gives me a short list of 33 entries that will need to be developed over the course of the campaign, assuming characters hit all of them.
Important Regional Locations
0102 Lair: Common Animal
0103 Lair: Humanoid
0105 Color
0107 Site: Dungeon (1 level)
0108 Settlement: Homestead or Plantation
0110 Lair: Common Animal
0202 Lair: Supernatural Creature
0205 Settlement: Homestead or Plantation
0209 Terrain Effect: Arcane
0304 Color
0307 Lair: Humanoid
0401 Settlement: Homestead or Plantation
0402 Lair: Supernatural Creature
0406 Site: Dungeon (4 levels)
0410 Terrain Effect: Divine
0503 Lair: Supernatural Creature
0505 Ashaba (Home Base)
0508 Lair: Common Animal
0605 Lair: Humanoid
0606 Terrain Effect: Man-made
0608 Color
0702 Lair: Supernatural Creature
0705 Settlement: Monastery or Shrine or Temple
0707 Site: Tower (3 levels)
0708 Color
0709 Lair: Humanoid
0801 Lair: Supernatural Creature
0803 Lair: Common Animal
0804 Site: Dungeon (5 levels)
0805 Color
0806 Color
0808 Terrain Effect: Natural and Arcane
0809 Site: Dungeon (1 level)
However, the locations that require Adventure Material before we can begin playing are those within a day's travel of Ashaba. That cuts the list down significantly:
Important Starting Locations
0304 Color
0406 Site: Dungeon (4 levels)
0503 Lair: Supernatural Creature
0505 Ashaba (Home Base)
0605 Lair: Humanoid
0606 Terrain Effect: Man-made
0705 Settlement: Monastery or Shrine or Temple
Not bad. It's not quite the distribution that we designed for, but such is the nature of random generation. The nice part is that we were fortunate to a sample of every category type in this selection. (Okay, truth be told, I swapped two of them out from just outside the two hex range around 0505 with hexes within the range, so that I could include an example of each hex category in the final results, but it was only a matter of shifting the content up or down one hex.) At a minimum, these are the hex locations that we'll need to develop. I will tackle these in my next post.
With Regards,
Flynn
4 comments:
Interesting - look forward to see what you come up with for these areas. Good to see someone doing a non-standard adventure region.
Do you have a copy of the ipt file to share?
Here's a copy of the IPT file I created:
https://sites.google.com/site/flynnsfiles/my-gaming-files/ILF_HexContents.ipt?attredirects=0&d=1
Hope This Helps,
Flynn
Magic. Thanks
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