Finally, we're back on the road. There was much wailing and whining and gnashing of teeth concerning logistics and gear, but we finally got it done. Here's the first turn of the new cycle...
Thursday, October 30, 2014
Wednesday, October 29, 2014
A Bit More Hexing
This is another round of work on one of the hexes I posted here. I tweaked the hex sizes, text, and borders a bit, added scale information, some icons for the GM's version, and... something else I don't remember.
I'm still pondering how to deal with water / roads.
GM's / Icon Version |
Players / No Icon Version |
Tuesday, October 28, 2014
Some Hexing
A while back I did some work on a hex map sandbox, the Nameless Coast. I never really took it anyplace, because I kind of got lost in messing around with immigration history and population groups and how they moved into the area. I also think the area was too big, it's approximately twice the size of the state of Pennsylvania.
Anyhow, a few RPG.net posts started me thinking about hex maps again, and that led to messing around with the classic six-mile hex. From there I decided to subdivide into one mile hexes just to see where that ended up. Starting with a mountain hex, I ended up with this:
And a forest led to this:
Of course tiling these together is a bit messy, because there are overlapping partial hexes on the corners and edges. I'm not sure how I'd handle that. There's also the problem of roads and rivers crossing from hex to hex, and for a geomorph-ish approach, those are hard to do, though I guess you could standardize some cross-over points on the edges.
Anyhow, there's some random map musings.
Oh, if you're missing the Wilds updates, well, players are being disorganized, and work travel is interfering, so Monday's turn... wasn't. Soon (TM).
Anyhow, a few RPG.net posts started me thinking about hex maps again, and that led to messing around with the classic six-mile hex. From there I decided to subdivide into one mile hexes just to see where that ended up. Starting with a mountain hex, I ended up with this:
And a forest led to this:
Of course tiling these together is a bit messy, because there are overlapping partial hexes on the corners and edges. I'm not sure how I'd handle that. There's also the problem of roads and rivers crossing from hex to hex, and for a geomorph-ish approach, those are hard to do, though I guess you could standardize some cross-over points on the edges.
Anyhow, there's some random map musings.
Oh, if you're missing the Wilds updates, well, players are being disorganized, and work travel is interfering, so Monday's turn... wasn't. Soon (TM).
Friday, October 24, 2014
Tile of the Week #35
The latest Tile of the Week entry. As with last week's entry, this is a small multi-floor structure, two stories and two cellar variants. Note that as is sometimes the case, there are no real differences between the player and GM versions here. This is just a small house, nothing special. I provide both versions for completeness.
Thursday, October 23, 2014
Wilds - Still Shopping (and Other Things)
This visit to town has taken much longer than anticipated, in part because one of the chief logistics guys is traveling for work, but also because Things Have Happened (TM). Here's another quasi-organized update. Like the last one, it's a bit of wall of text, and represents several days back and forth with the players. I'm pushing to get back on the regular schedule in time for a Monday turn next week.
Wednesday, October 22, 2014
PBE Games - Mid-October Update
Here are the latest releases from PBE Games, now available on DriveThruRPG and RPGNow. The last couple weeks have been mostly about Dungeons in Blue, but there are a few other bits and pieces here too:
And that's a wrap. If you want to keep up with the latest Dungeons in Blue information, you can always check out the free Master List, which I update with new and upcoming lists about once a month. For One Page, you can get the free One Page Index, which serves the same purpose.
Thanks as always for reading, have a great day!
- One Page #21 - The Abandoned Room contains descriptions of twenty rooms and/or their contents: strange to intriguing to creepy.
- Black and White Maps bundles up Traitor's Cavern, Black Sage Mine, and The Lost Cellars into a discount map pack.
- Dungeons in Blue Lakefronts brings on nine new full-sized geomorphs featuring the shores of an underground lake or sea.
- Dungeons in Blue Hard Time features jail cells and prison complexes for your dungeon. Twelve new titles of varying sizes.
- Dungeons in Blue Tombs and Crypts has sixteen assorted tiles featuring (wait for it!) tombs and crypts. Just in time for a Halloween dungeon romp.
- Dungeons in Blue Fortified contains twelve assorted geomorphs focused on strong-points, watch posts, and fortifications. Prepare for ambushes!
- Dungeons in Blue Custom Built Pack bundles up Lakefronts, Hard Time, Tombs and Crypts, and Fortified into a discount package.
Fortified |
Tombs and Crypts |
Thanks as always for reading, have a great day!
Monday, October 20, 2014
Wilds - A Bit of Mapping
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