Showing posts with label hexes. Show all posts
Showing posts with label hexes. Show all posts

Saturday, 31 March 2012

The Contents of Hexes

A few days ago I posted a selection of grabs from google maps, indicating how large a 1-mile hex actually is, and the kind of things that you might find in one. Then Chris responded, to the effect that (and I'm putting words into his mouth here) 1-mile hexes are all very well, but they are perhaps too granular - it's a heck of a lot of work to map out a setting at the 1-mile level. He posits an "emergent exploring rule" for 6-mile hexes, wherein you simply discover more things in a 6-mile hex the more time you spend exploring it and the more guidance/information you have about it.

The commenters immediately provide solutions, which are pretty good. Myrystyr's one seems like the best:

A generalised X-in-dY check per Z-time-period, mayhap? Default 2/1d6 per day - 1/ for stumbling-about blind luck, 3/ or 4/ for guides, clues, or character types with better search capability - and up to 3 or 4 times per day for potentially feature-rich locales... And, roll two different-coloured d6 at the same time, 1 the feature check and 1 the encounter check.

I like the elegant simplicity of this, and I think you can add some other modifiers: the chance would increase or decrease depending on terrain (lower for a forest, higher for plains), demographics (lower for empty wilderness, higher for settled), and so on.

Chris also suggests some other rules of thumb:

  • Castles, cities and the like should all be in plain sight unless intentionally hidden away (like Gondolin or Derinkuyu). Heck, roads point you directly to most of them.
  • Infamous lairs, ruins and dungeons should, of course, retain their "Here be dragons" hex map icons and easy-to-find status. The yokels can point out exactly in which direction the castle we don't go near lies.
  • More obscure lairs, lost ruins, buried tombs and especially treasure map loot should require a bit of active hunting out by adventuring parties.

The main, immediately identifiable problem is that you now need some way of governing how many locales can be discovered in this way. The amount of "interesting stuff" in a hex has to be finite. But it is also variable. In my 1-mile hex examples, some have only one thing that you could make into a "locale", but some have several. This is a function, mostly, of how settled the area is, but it also introduces other factors. The more mountainous a region is, for instance, the more stuff you will get per hex on average, because each hex represents more land. (Hexes are "as the crow flies", whereas the land underneath is folded by hills and valleys, making it more packed with actual physical geography.)

What I would suggest is that, by default for a 6-mile hex, any settlement of more than 250 people, any castles or towers, and major geographical features like lakes, rives and mountains, are basically discoverable without the players doing much more than travel through the hex a few times.

You would then have a default of 3 'discoverable' things per 6-mile hex, modifiable by geography, level of settlement, history, and so on:

  • One of these would be something that the players can find if they make an effort to explore. All it would require would be for them to say "we look around the area".
  • Two of them would be 'secret', obscure, or lost things (a ruin, buried tomb, a secretive monster's lair, etc.) These would be near impossible to find by exploration without some level of guidance or inside knowledge. 

This would allow the players to discover stuff just by looking, but would also reward efforts they made to interact with locals to try to get information, and to risk random encounters by searching.

"Why 3 things per 6-mile hex? Isn't that too much?" I hear you cry.

The answer is: no. To illustrate, I'll use two of the 1-mile examples I put up a few days ago, zoomed out to 6-miles (ish; they're a bit smaller and probably more like 8 kilometres):


This is Canterbury. As you can see, there is not only the city itself, but two other large villages or small towns (Bridge and Sturry) plus a shitload of other hamlets, and plenty of woods as well as farmlands. In a densely settled area like this (probably much more densely settled than in medieval times, admittedly) you would need at the very least 3 adventuring locales not even mentioning Canterbury itself.


This is Tiree -a good chunk of the island. Note that there are 5 large bays to be found here, along with several smaller ones and a lot of little sheltered coves in the centre-right. There are four scattered farming villages, an airport, and 3 lochs. There are also some tiny islets here and there in the sea, too. Again, at least 3 adventuring locales needed.

But 3 is a default, and can be reduced. For example:


The mountains of Assynt. It's empty and devoid of settlement, though there is still plenty to interact with - 6 named lochs, plus lots of smaller ones, and a folded, rugged landscape concealing God Knows What. 3 adventuring locales might be inappropriate in such a landscape, because you don't want to be silly - not every lake has to have a Water in the Waters; not every mountain has to sit atop an ancient dwarven citadel. But perhaps it's also unrealistic to just say "it's an empty hex".

Of course, you wouldn't want your players to figure your system out. An alternative would be to randomise the number of adventuring locales in a 6-mile hex: d3-1 for sparse, d3 for average, d3+1 for settled, etc. Modified also by type of geography.

Wednesday, 28 March 2012

Being an Illustration of the Contents of 1-Mile Hexes Through Examination of Divers Locations in the British Isles

How much adventure is contained in a 1-mile hex? Usually, more than you would think, although it depends very much on the context. Here are a series of illustrations - screen grabs from google maps of various locations around the British Isles, each approximately 1 square mile (at rough and ready estimates).


This is Canterbury, an ancient town in the South East of England. Here, as you can see, 1 square mile is enough to contain the entire old town (the oval shape of roads in the centre of the map, bounded in the West by the yellow ring road and in the East by Broad Street and Lower Bridge Street). The old town was encircled by huge walls built during the Roman era and maintained throughout the Middle Ages (and still present in places today). It contains, amongst other things, one of the largest and most famous cathedrals in Britain, numerous other churches, the town hall, the old 15th century library, a vast number of pubs, shops and restaurants, and several museums. Outside of the old town are two railway stations, wooded areas, plenty of houses, recreation grounds, and a university. Clearly, in this 1-mile hex the question is not where adventure could be found, but where it couldn't be.


This is an area of quintessential English countryside, in Somerset. There is a small village in the North East corner - a row of houses along a road - and several farms. While it looks relatively empty, each of those fields is divided by a hedgerow, and the land is flat, making visibility difficult. Travelling across this area would be fraught with tension as, effectively, you would never be able to see more than about 100 yards in any direction at any time, and more often much less.


This is a wooded area in the Forest of Dean, in South Wales. This is, I think, what much of Western Europe would once have resembled - mostly forest, with tracks and roads criss-crossing it, and the occasional glade where trees have been cleared for grazing or firewood. Even though the area is small, it is easy to get lost and even easier to stumble across dangerous wild animals, nefarious forest denizens, and god knows what. The glades would be dangerous to cross, as you would be exposed and plainly visible to onlookers. Naturally, the forest could hide openings to tunnels, ruins, abandoned camps, dead travellers, and so on.


This is Coquet Island, off the coast of North East England. It contains the ruins of a medieval monastery and a lighthouse, and is a refuge for seabirds - there are 18,000 puffins living on it. Clearly, the monastery could be haunted, be the entrance to a dungeon, or whatever else, and the nesting seabirds don't have to be puffins - they could be something more valuable or dangerous.


A Loch, in the Highlands of Scotland. This is rough, barren landscape - not a tree to be seen anywhere, or a scrap of cover except for heather and the folds of the land itself. Here, encounters would take place at a distance, as parties would be able to see each other plainly at great distances. At the same time, adventuring parties cross the area would be completely exposed to, perhaps unexpected, aerial attack. The Loch itself is dark and forboding; does it contain a Watcher in the Waters, the spawn of some ancient god, a forgotten plesiosaur? 


A stretch of open coastline on the island of Tiree. Note the airstrip in the North West - not very D&D. There are some tiny hamlets in the West, but the main attraction is of course the bay: a perfect landing point for vessels. Traders, vikings, colonists, explorers?


This is the Southern edge of Loch Ness, in Scotland. Fort Augustus guards the canal which links Loch Ness to other waters further south and allows boats to travel all the way from Inverness, the only city worthy of the name North of Aberdeen, with Fort William, the other major settlement in the Highlands. Fort Augustus itself is small, but includes notable attractions, not to mention a series of locks which control river traffic on the canal. To the East is the rough coast of Loch Ness itself, forested and dangerous.


This is the true wilds of the Highlands, in Assynt, one of the most sparsely populated areas of Europe. This is harsh, remote, and unforgiving landscape, infested with midges, roamed by wolves, bears and who knows what else. In the South West is a deep forest of primeval Caledonian woodland; in the North East is a river with streams flowing downhill into boggy marshland in the North. Cross this wilderness at your peril.

If 1-mile hexes ever feel too small, or you find yourself leaving them blank on the map, think of this post and refer back to it in your mind, and give yourself a good sound spanking for ever having been so foolish.