Showing posts with label mapping. Show all posts
Showing posts with label mapping. Show all posts

Monday, March 25, 2013

World of Samardan: Rough Draft of Regional Map...

Good Evening, All:

Tonight's post will be relatively short and sweet. I'm posting the basic map I've created as the first draft of the World of Samardan setting. It does not yet have place names, but I figured I should get something up shortly, so that I can start getting feedback and building on it over the course of the A to Z Challenge next month.

Without any further adieu, here's the rough draft:

World of Samardan Regional Map - Rough Draft

Hope You Enjoy,
Flynn

Monday, March 04, 2013

World of Samardan: Map Considerations...

Good Afternoon, Everyone:

Before we can actually begin building a map for the World of Samardan setting, there are a few considerations that I'd prefer to address first. The two biggest concerns I have are the size/scale of the map and the terrain it should include.

Map Scale
In terms of campaigning within a sandbox setting, most of my players rarely leave an area more than seven days across. Even starting a campaign off in the middle of the map, I'm looking at a map that is probably fifteen to twenty days travel time, at the most. Unless I've got a good reason to do so, though, I'm inclined to put the starting city of the campaign down near one corner, maybe three days from the edge, and then expand out from there, so a map of ten to twelve days travel should be sufficient.

Here's where things get a little wonky. What are the means by which player-characters can travel across the landscape? On foot, I assume a walking rate of about three miles (~4.8 or basically five kilometers) per hour. Using the gaming standard of eight hours of walking per day of travel, I find that a day's travel covers a distance of about 24 miles (~38.6 kilometers). That would give us a map of approximately 240-288 miles (386-463 kilometers) along each side.

But what if I allow flying mounts, like the "flutrells" of Kregen or the "tarns" of Gor? If I based their stats on the game mechanics for a giant eagle, for example, then I'm looking at a movement rate that is double to triple that of a walking human (depending on the system you use.) For the sake of discussion, let's assume ten days of travel time at this point, and a flying rate that is 2.5 times that of a walking human. That's an region measuring about 600 miles (965 kilometers) along each side. And if you have to hoof it on foot, then the entire region requires 25 days to cross, assuming even terrain.

But wait, that's not all. I could assume that there will be airships. If I do, and I probably would, then I then have to consider how far they can travel in a day. If they move like sailing vessels on the open seas, then airships cover about 80 to 100 miles a day. That's a region measuring about 800 to 1000 miles (1287 to 1609 kilometers) across.

But what if airships traveled faster than that? I'm going to put a maximum speed consideration on airships to about the general speed of a single propeller aircraft, because once we hit jet speeds, we're mapping a whole world, and that's obviously way too much. A Cessna 152 maxes out at 126mph, and while there are plenty of aircraft that are faster, this should work for our purpose. Assuming one tank of gas, it can travel 477 miles (768 km), or 795 miles (1280 km) with long-range tanks. If we assume that whatever powers an airship has a similar range on a daily basis, then we're looking at a region that runs 4800 to 8000 miles across.

Obviously, we can't use the ten day range for airships, unless everyone has airships. The world just gets too big to effectively sandbox. If we look at human walking speed, we get a map that is 240 miles across, for example. Flying mounts can cover the same territory in four days. An airship that travels at the speed of ancient sailing vessels, then they could cover the region in two days. I can live with those figures. (And if someone really wanted to use aircraft speeds, then that's two hours to cover the region, but that takes all the fun out of it.) This makes flying mounts very desirable, and airships are reserved for the wealthy and powerful, for obvious reasons.

So that I've got a little more room to play with, in terms of flying mounts, I think I'll go with fifteen days walking distance, or 360 miles across. Assuming 12-mile hexes (which are my personal preference for regional hex maps), that means approximately 30 hexes to the side. Hmmm... seeing that number makes me think of Traveller sector maps, which are 32 hexes wide by 40 hexes tall. Given my love for those, I'll just up the map size slightly to fit that model, and I'll move forward with that.

Final Resolution: The map for the World of Samardan campaign setting shall be 32 hexes wide by 40 hexes tall!

Terrain Types There are two rather common descriptions for worlds in the Planetary Romance genre:
  1. Desolate World: Edgar Rice Burroughs' Princess of Mars serialized novel in 1914 was set on the desolate world of Barsoom, described pretty much as badlands covered in a crimson moss, with limited water and only an occasional forest. This fit the limited knowledge of scientists of the era, as filtered through the imagination of a pencil sharpener wholesaler-turned-author. The popularity of his stories spun off a series of imitators, and many early tales of this genre depicted worlds of a similar nature.
  2. Lush Tropical Wilderness: The nature of the heroes and tales told in Planetary Romance derive from the Jungle Adventure sub-genre, and it is no small wonder that the other common terrain selected for these stories is that of jungles and rain forests, regions teaming with dangerous wildlife ready to devour a hero or a princess at any moment. Lin Carter took this to an extreme in the Green Star series, and placed the entire series on a cloud-covered world largely covered by a tropical forest of multi-mile-high trees in whose tops are the main cities of the human inhabitants of the world.

On the one hand, I think the setting would be more identifiable to those who came into the genre via the works of Edgar Rice Burroughs. I can create a dying world, with water as a limited resource, thin canals cutting through miles of desert and mountain ranges, and ruins of ancient cities and atmosphere production plants (terraforming stations) dotting the wilderness. I think it's true to the genre, but it sounds a little boring as a gaming environment, in and of itself, because there's so little diversity in terms of experiences.

On the other hand, I can get a lot more diversity out of the lush tropical jungle approach. The diversity of wildlife will make the game interesting and be identifiable to many readers of the genre, but there's little to make it stand out from a fantasy campaign setting, at first blush. I definitely want something with flavor, and while this gives me variety, I feel that with this option, I'm lacking a sense of distinctive flavor that would separate this setting from a fantasy setting.

Honestly, I'd like to honor both terrain styles, rather than choose between the two. That way, I can liberally "borrow" ideas from multiple authors for a Planetary Romance campaign and still have places where they would fit in the setting. With that in mind, I think I'm going to go with a variant on the dying world trope. The surface of the planet is primarily desolate wastelands. However, in vast open valleys, once the beds of great lakes, the last vestiges of a lush tropical existence clings to life. If you climb out of the great valley area, however, all you find are the wastelands. This could also give me a reason why most of the adventures will take place in this area, with only a few adventures likely to push forth into the deadly wastelands of the upper reaches in search of ancient ruins. It localizes resources of interest to the populations as a whole, and gives cities a reason to squabble over these rare sites in relative proximity to one another. Hmmm, I'm liking this thought more and more as I ruminate on it.

Final Resolution: The World of Samardan campaign setting shall be set within a large valley where enough water remains to allow jungles and life to persist, but beyond the valley lies only wastelands (and presumably other valleys).

Both of the thought processes above dramatically change the world's "Big Picture" view from my original World of Samardan campaign. Honestly, though, I ran that game during my Gamemastering phase of "story arcs over player arcs." Since then, I've swung very happily into the player-generated adventure zone, and I feel that this sandbox version of Samardan is going to be even better than what I ran the first time through.

Looking Forward To It,
Flynn

Wednesday, June 22, 2011

Caverns of Lakoma: A Dungeon Diagram...

Good Morning, All:

To conclude my series of posts on Caverns of Lakoma dungeon design, I needed to produce a map for Level One. As I may have mentioned, I suck at dungeon maps, and so I found myself in a quandary. In the end, I decided to utilize a principle described in a recent Gnome Stew article: Prep-Lite Maps. This is also similar to the diagram dungeon as presented in Sine Nomine Publishing's Red Tide. In essence, I built a flowchart of important rooms, and will simply make up any unimportant rooms as I have need. This is the result:


For those that would like to have all of the information on the Egyptian Great Plains gathered in one place, have no fear. I've created a simple PDF with the basics. Please review it and let me know if I need to add anything to it. You can find it here:
Egyptian Great Plains Minimalist Sandbox Campaign Setting

Thank you all for hanging in through this discussion, and I look forward to any additional input you might have on my quest for improving my minimalist campaign preparation process.

With Regards,
Flynn

Sunday, November 28, 2010

Of Campaigns Past: Another World Map of Nova-Kintar...

Good Morning, All:

With some free time over the holidays here in the States, I finally gave in to the urge to pull up Hexographer and whip up a replacement map for my old world of Nova-Kintar. This map measures much the same as the original map did. Each hex approximates 250 miles across. I also shifted the map so that its edges fall along what would be the Atlantic Ocean. (My original map looked much like the simple world map I'd posted previously, at least in terms of continental position.)

And now, without any further adieu, here's an updated map of Nova-Kintar:

Updated Map of Nova-Kintar

Please feel free to post any questions or thoughts as a comment here.

With Regards,
Flynn

Saturday, November 20, 2010

Of Campaigns Past: A Simple World Map of Nova-Kintar...

Good Morning, All:

One of my favorite parts of the Nova-Kintar Campaign (of which there were several), was the world map I had created for it. I was in error in my last post: my desk globe was actually a representation of Abraham Ortelius's world map from the first world atlas, Theatrum Orbis Terrarum, published in 1570. It was different enough from Earth to spark my imagination, but also close enough to pull on the subconscious expectations of the players to help fill in the gaps when needed.

My original map (which I sadly cannot locate at the moment), was drawn and colored by hand on a poster-sized piece of hex paper sold by The Armory back in the day. I had only used the top half of the map, because the hexes ran the direction I wanted them to, and I implemented the icosahedral layout of the world maps of Traveller, so get something slightly akin to a flattened representation of Nova-Kintar's surface. The original map was 105 "world" hexes (250-mile hexes) in circumference. Each world-triangle was thus 21 hexes in height, and thus the polar caps extended 8 hexes from the poles. The entire map covered approximately 4620 hexes.

In preparing this post yesterday, I got nostalgic, of course. Since I could not find my map, I started thinking about redoing it in Hexographer. That was a bit overwhelming for simple nostalgia (not to mention a little time consuming), so I quickly decided to aim for something simpler, and thought about a Traveller world map. Using the classic Traveller world map, which is 45 hexes in circumference, each hex would thus be ~550 miles across, and the polar caps would extend 3.5 hexes from the poles. The entire map would consist of about 900 hexes. It was with that in mind that I decided to quickly create a simple continental map of Nova-Kintar, to share with you the basics of the world. Here's what I came up with:

Continental Map of Nova-Kintar

The continents of Nova-Kintar were:
  • Tanalis - the northern-most continent; home to Synovia, Pasalovakia and a majority of the first two-thirds of the Nova-Kintar Campaign.
  • Mazteklan - the northern of the two continents in the eastern hemisphere; joined by an isthmus of land to Cameria.
  • Cameria - the southern of the two continents in the eastern hemisphere; joined by an isthmus of land to Mazteklan; home to the last third of the Nova-Kintar Campaign.
  • Uporea - the southeastern subcontinent of the western hemisphere; south of Akirfa, attached to Neidan.
  • Akirfa - the northern of the two continents of the western hemisphere; north of Uporea, northeast of Neidan.
  • Neidan - the southern of the two continents of the western hemisphere; attached to Uporea, southwest of Akirfa.
  • "Frostlands" - the southern-most continent, surrounds a small sea over the actual South Pole of Nova-Kintar. I never thought about it much, as it was under the southern ice caps, which is why I can't remember it's name after all these years.
  • Lemuria - an island subcontinent in the eastern hemisphere south of Tanalis, resembling a very small Australia, if you will.

I may still sit down with Hexographer and whip out a world map based on the above. I think that, of any of my past worlds, this would be the world map I'd be most likely to pull together for my "ultimate campaign setting." Indeed, the memory of this map is the basis of the world I described as Taerantha in the Hammersong's Legacy Campaign Setting.

With Regards,
Flynn

Monday, August 23, 2010

Stellar Quest: Intersellar Mapping...

Good Afternoon, All:

As Stellar Quest is a game of interstellar exploration, it would definitely help if the system contained rules for mapping out the stars. I envision a new sector map, 20 by 20 hexes, upon which to record this data, but otherwise, the system is very much like that of Traveller. I chose the size based on inspiration from Star Trek, as well as a rough approximation of the size of a quadrant in Traveller, which is a great environment in which to run a campaign.

Interstellar Mapping
Interstellar mapping in the Stellar Quest system charts astrographic data in two dimensions rather than three dimensions. While a two dimensional map is not scientifically accurate, the use of such a map is easy for both Referees and Players to grasp. While an enterprising Referee may undertake to create a three-dimensional map for their particular campaign, rest assured that your game will work perfectly well using the two-dimensional map described in this text.

Within the default Stellar Quest setting, star systems are mapped on sector maps. Inspired by the game’s source material, each sector map measures twenty parsecs across. Sectors can be further broken down into quadrants of ten parsecs to a side, but the most appropriate scale for a campaign would be at the sector size.

World Presence: There is a basic one-half chance normally that a world (and its attendant stellar system) will be in a hex. Systematically check each hex on the sector map, throwing 1d6 and marking the hex with a circle if the result is a 4, 5, or 6. This indicates that a world is present; otherwise, leave the hex blank.

As the Referee, you may elect to alter the normal chances of worlds, making them more frequent or less frequent to correspond to specific regions of the galaxy. A 50% density (no DM) is appropriate for the spiral arms of the galaxy. Apply a –2 DM for ‘rift sectors’, a –1 DM for sparse sectors and a +1 DM for densely populated sectors.

Once the presence of a world has been determined, you can use the Stellar Quest World Creation rules to develop the world’s details. Alternately, you can simply elect to describe each world as you see fit, using your imagination or notes cribbed from the inspirational source material to fill in the details.

The World Creation rules mentioned above are inspired for the most part from Traveller, as well, although the Tech Levels are replaced by Progress Levels from the future/sci-fi rules found in the Modern System Reference, as those are closer to the source material than Traveller's tech level progression. I've made some changes, of course, but all in all, I like the basics I've come up with, and it shouldn't be hard to code a random generator in Java for this system.

Enjoy,
Flynn