tag:blogger.com,1999:blog-2513019539869706574.post7751582802335932837..comments2024-03-29T06:16:21.012+08:00Comments on Monsters and Manuals: Big Spaces in Little SpacesUnknownnoreply@blogger.comBlogger21125tag:blogger.com,1999:blog-2513019539869706574.post-79321020206341670752016-12-02T17:27:41.102+08:002016-12-02T17:27:41.102+08:00I tried this, but had troubles finding a solution ...I tried this, but had troubles finding a solution for the case that the players would travel tangentially; how to tie all the hexes together in a coherent matter?pileshttps://www.blogger.com/profile/06008654668836414680noreply@blogger.comtag:blogger.com,1999:blog-2513019539869706574.post-27149340106752657162016-12-02T17:22:25.591+08:002016-12-02T17:22:25.591+08:00I am not sure what you mean by small hexes. I woul...I am not sure what you mean by small hexes. I would use the same area/size for all the hexes; both on the map an on how the PCs would experience the environment. <br />Of course this would physically not fit in the room, but that was the whole point.<br />Maybe my explanation was too unclear. If I have time, I will make a picture to make it clear.pileshttps://www.blogger.com/profile/06008654668836414680noreply@blogger.comtag:blogger.com,1999:blog-2513019539869706574.post-33345706829196843972016-12-02T05:21:42.471+08:002016-12-02T05:21:42.471+08:00That sounds very cool. So you can never actually g...That sounds very cool. So you can never actually get to it. That reminds me of something from a fantasy novel but I'm not sure which one.noismshttps://www.blogger.com/profile/09933436762608669966noreply@blogger.comtag:blogger.com,1999:blog-2513019539869706574.post-72443602556964602232016-12-02T05:20:55.980+08:002016-12-02T05:20:55.980+08:00It does make sense, although I think it would get ...It does make sense, although I think it would get difficult to map because you would end up having to draw/map out very small hexes quite quickly. It is a nice idea though. noismshttps://www.blogger.com/profile/09933436762608669966noreply@blogger.comtag:blogger.com,1999:blog-2513019539869706574.post-86238506783869072392016-11-30T18:33:31.529+08:002016-11-30T18:33:31.529+08:00I would use an inverted hex map:
The room or cave...I would use an inverted hex map: <br />The room or cave is in one hex. Once you enter the land, whenever you move towards the center, you move outwards on the map. Thus, you have first 6 hexes to move into (the 6 bordering hexes of the cave-containing hex) and the next ring contains 12 hexes etc. This means that the map (and thus land) gets ever more spacious, the more you travel away from the hex with the room. <br />The advantage of this approach is that mapping is no issue and you can easily keep track of things and still have the larger-than-available-volume-room effect.<br />You can do this indefinitely, but if you prefer to have a closed space, then you can use another hex-map of the same size; the outer edges of the two maps border each other, and the center of the second map is the center of the land within the room.<br /><br />Does this make sense? If not, let me know; I will try to explain it differently.pileshttps://www.blogger.com/profile/06008654668836414680noreply@blogger.comtag:blogger.com,1999:blog-2513019539869706574.post-79240741437117387412016-11-29T20:52:40.113+08:002016-11-29T20:52:40.113+08:00(Shower thought) At the center is said to lie a my...(Shower thought) At the center is said to lie a mythic city beyond reach, that can be seen from pretty far. Although, as you come closer to it, you notice that it is SLIGHTLY off-centre and in the end the center is still unatteignableJean-François Lebretonhttps://www.blogger.com/profile/07310676119910035535noreply@blogger.comtag:blogger.com,1999:blog-2513019539869706574.post-65373164107084520922016-11-29T17:05:20.337+08:002016-11-29T17:05:20.337+08:00Kent, I can just go back to deleting your comments...Kent, I can just go back to deleting your comments again. It's no skin off my nose. This isn't a blog for stupid culture wars debates of any stripe. noismshttps://www.blogger.com/profile/09933436762608669966noreply@blogger.comtag:blogger.com,1999:blog-2513019539869706574.post-33499438323098701362016-11-29T17:04:23.842+08:002016-11-29T17:04:23.842+08:00I like that idea. I like that idea. noismshttps://www.blogger.com/profile/09933436762608669966noreply@blogger.comtag:blogger.com,1999:blog-2513019539869706574.post-24950177296951599422016-11-29T14:41:49.898+08:002016-11-29T14:41:49.898+08:00Oh fuck off.Oh fuck off.Boshhttps://www.blogger.com/profile/06908715118408289864noreply@blogger.comtag:blogger.com,1999:blog-2513019539869706574.post-5233315114825217522016-11-29T09:02:17.900+08:002016-11-29T09:02:17.900+08:00Why won't you discuss something intelligent li...Why won't you discuss something intelligent like the insane pronoun battle in Canada which reflects the Trump rejection of north american PC culture and european insane leftist immigration policy, which will see marxist governments topple in europe in the next five years.<br /><br />https://twitter.com/jordanbpeterson<br /><br />It is not as if you have some other political blog. D&D stuff is childish right?<br /><br />I would be amazed if you didn't know this guy<br /><br />https://www.youtube.com/user/SargonofAkkad100/videosKenthttps://www.blogger.com/profile/11165997449776226774noreply@blogger.comtag:blogger.com,1999:blog-2513019539869706574.post-43843506387110273532016-11-29T06:20:28.252+08:002016-11-29T06:20:28.252+08:00The wall room is mapped with hexes, but each time ...The wall room is mapped with hexes, but each time you come one hex close to the center, the scale doubles or triples so that the hex you arrived in is divided into seven hexes, each one being the size the one you just left. The stuff is thus recursive. The central hex always SEEMS to be the same size as the one you are in yet changes scale when you enter it.Jean-François Lebretonhttps://www.blogger.com/profile/07310676119910035535noreply@blogger.comtag:blogger.com,1999:blog-2513019539869706574.post-79110036575266358632016-11-29T04:19:30.037+08:002016-11-29T04:19:30.037+08:00Yes, you are right. I think it has to be the case ...Yes, you are right. I think it has to be the case that the players move away from the wall into the darkness and gradually discover that they are in some sort of vast space as the ground gently slopes downwards beneath their feet. Maybe an entire ruined city or something. At some point, possibly weeks later, they have been climbing a gentle slope and reach a wall that looks oddly reminiscent of the one they left behind all that time ago. noismshttps://www.blogger.com/profile/09933436762608669966noreply@blogger.comtag:blogger.com,1999:blog-2513019539869706574.post-8336156913318510902016-11-29T04:14:45.178+08:002016-11-29T04:14:45.178+08:00Nice!Nice!noismshttps://www.blogger.com/profile/09933436762608669966noreply@blogger.comtag:blogger.com,1999:blog-2513019539869706574.post-46421112498889464752016-11-29T04:14:00.163+08:002016-11-29T04:14:00.163+08:00I had completely forgotten about that botanical ho...I had completely forgotten about that botanical hothouse scene. There is so much gameable stuff in The Book of the New Sun it is unreal.noismshttps://www.blogger.com/profile/09933436762608669966noreply@blogger.comtag:blogger.com,1999:blog-2513019539869706574.post-453135259987999782016-11-29T04:13:07.186+08:002016-11-29T04:13:07.186+08:00Yeah, that was what I was thinking. As the PCs mov...Yeah, that was what I was thinking. As the PCs move away from the wall they can still see it for as long as it is within eye-shot/lantern range. I absolutely agree that having them emerge at other wall sections rather than room entrances is important. noismshttps://www.blogger.com/profile/09933436762608669966noreply@blogger.comtag:blogger.com,1999:blog-2513019539869706574.post-14851445337729594522016-11-28T19:24:36.605+08:002016-11-28T19:24:36.605+08:00ive thought of mythago wood setting too....ive thought of mythago wood setting too....Konsumterrahttps://www.blogger.com/profile/18170560484656800416noreply@blogger.comtag:blogger.com,1999:blog-2513019539869706574.post-77823792186327507582016-11-28T17:56:45.946+08:002016-11-28T17:56:45.946+08:00I think views of the wall would need to be careful...I think views of the wall would need to be carefully managed - can you see it when you look back? You might rule that after a few yards of advancement the wall is no longer visible - but is still there if the PCs retrace their steps. I think one thing that might make the concept work really well is if the PCs end up at another section of the wall (rather than a room entrance) through hexcrawling - giving them the opportunity for an "aha" moment and the chance to skirt round the wall. But that would obviously depend on the direction they take. I'd be tempted to throw in a river or something running across the room, to tempt them in that direction (it might turn into a trickle running between the stones of the wall, perhaps). <br /><br />Mythago Wood is obviously a great source of inspiration for this sort of thing. If memory serves, Gene Wolfe's The Shadow of the Torturer has exactly this kind of scene where a room in the botanical garden's hothouse turns out to contain a vast space. JChttps://www.blogger.com/profile/17964744140140515737noreply@blogger.comtag:blogger.com,1999:blog-2513019539869706574.post-62250233548772697572016-11-28T09:36:42.883+08:002016-11-28T09:36:42.883+08:00Reminds me of Imagine a Place, a kids book that my...Reminds me of Imagine a Place, a kids book that my son loves. Each page is reality bending as something merges into something else, in many cases using perspective to screw with relative sizes of things in the way you're describing here. For example:<br />http://4.bp.blogspot.com/_uv1z3r229os/SrodYcheLmI/AAAAAAAAAN8/d61IGxqMzMI/s400/Gonsalves_SteppingStones.jpg<br /><br />This is really timely since I've been thinking of how to incorporate that kind of reality bending into an RPG.Boshhttps://www.blogger.com/profile/06908715118408289864noreply@blogger.comtag:blogger.com,1999:blog-2513019539869706574.post-14548958161289840122016-11-28T08:46:41.084+08:002016-11-28T08:46:41.084+08:00Reminds me of House of Leaves, which is excellent ...Reminds me of <i>House of Leaves</i>, which is excellent throughout, wherein the central conceit is a house that is (at first) just a teeensy bit bigger on the inside than the outside. As far as lessons to be gleaned, if you're going for an unsettling feel, start the weirdness small instead of "you open the door and BANG you're in the middle of the prairie." (I suspect players would suspect they stepped through some otherwise-boring magical portal rather than realize that it's a time/space weirdness.)Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-2513019539869706574.post-81455004400020588572016-11-28T06:37:50.259+08:002016-11-28T06:37:50.259+08:00Yeah, I should have mentioned that. You wouldn'...Yeah, I should have mentioned that. You wouldn't be able to see across it. So looking at it "on the ground" your lantern would only illuminate a tiny portion of a hex and not the opposite wall. Out there in the dark there would also be all sorts of stuff to explore.noismshttps://www.blogger.com/profile/09933436762608669966noreply@blogger.comtag:blogger.com,1999:blog-2513019539869706574.post-73963821997335199522016-11-28T06:24:14.834+08:002016-11-28T06:24:14.834+08:00I improvised a similar concept during last night&#...I improvised a similar concept during last night's session (although far less thought-out than yours) in which the dimensions of a room were deceptive and seemed at one point to be miles high, and another to be merely 15 feet - which made things a trip during aerial combat. My players were weirded out (in a good way) but it was difficult to keep track of positioning. <br /><br />I think the hardest part about running a hex map in the middle of a room like this would be to make it clear that there was this massive change in the way the room worked. If you describe them walking for miles across a regular-sized chamber, they will be utterly clueless.Anonhttps://www.blogger.com/profile/13724503732185604374noreply@blogger.com