[TML] "Dies the Fire"
shadow at shadowgard.com
shadow at shadowgard.com
Mon Dec 10 03:27:06 MST 2007
On 10 Dec 2007 at 19:29, traveller at dhimaging.com.au wrote:
> From a GM point of view, I think you'd have to:
> * have the true background story on the place
> * Have MAJOR landmarks (major oceans, major landmasses, unusual features
> (Giant Mountains, anyone?), major roads, major people & species), thoroughly
> detailed
> * have some kind of encounter table, based on what you might be 'near' -
> i.e. players are in an Tracked ATV going 30km/hr near a minor ancient
> city. Roll 2D6 and consult table
>
> While it would be fun, it would take a GM years to set it up, unless you can
> confine your players to a particular area.
Unless they have something that can fly at a decent rate of speed and
doesn't need to be refueled, they *are* limited.
Just how far could *you* get with an ATV with no roads? And if your
party won't all fit, you can only use an ATV or even an air raft or G-
carrier for scouting or for hauling supplies. The rest of the party
gets to *walk*.
For that matter, you can always cheat. The area I set my old D&D
campaign in was an area several hundred miles from here that I'd
visited many summers (I grew up only an hours drive from it).
I even bought one of those plastic relief maps that a company makes
by printing a copy of a USGS topo map on a sheet of plastic and then
vacuforming it.
That was great because they could *see* the hills and ridges. As well
as how big the lake was.
On a trip back to the area about 10 years back, I found a fisherman's
map of the lake with depth contours. I knew it was deep, but I hadn't
realized it was over 300 feet deep!
So if I ever open up another campaign, I have that for extra detail.
And heck, if you ignore the cities and some other things, you can use
a lot of maps of the real world. Just don't let the players know
where they are.
--
Leonard Erickson (aka shadow)
shadow at shadowgard dot com
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