Celebrating 2020 - The Year of Blackmoor - 50th Anniversary of Blackmoor and of Role-Playing!
Now Dave gets into his philosophy of the Wilderness or Outdoors. His premise seems to be that the current level of civilization in this area at least, has not been vigorous for long enough to clear the roads and make travel within the kingdom reasonably safe. The players themselves will need to clear the territory of monsters and make travel long the roads safe and along those lines make it safe for farming to spread across the countryside around towns and villages.
Now he goes into populating the map with monsters and encounters and how he does it.The next several paragraphs goes into a fair amount of detail on how to do this.You can see here the domain game that was ported into Dungeons & Dragons. He also mentions a central hex and the six hexes surrounding it as the initial area to be cleared.
This system is quite elegant and seems to be easy to use. This handles migration of monsters from other areas to cleared areas.
Migration always tends to move towards the central internal areas of your campaign.
Chance cards are something I think most referees would find useful. Chance cards are not a general item, they are something that you create specifically for a given campaign.
Determining the details of spring migration.When monsters migrate do they automatically displace other monsters that were there before or does the migration become contested.
Tomorrow, Dave Arneson on Drawing your own map
Now Dave gets into his philosophy of the Wilderness or Outdoors. His premise seems to be that the current level of civilization in this area at least, has not been vigorous for long enough to clear the roads and make travel within the kingdom reasonably safe. The players themselves will need to clear the territory of monsters and make travel long the roads safe and along those lines make it safe for farming to spread across the countryside around towns and villages.
Now he goes into populating the map with monsters and encounters and how he does it.The next several paragraphs goes into a fair amount of detail on how to do this.You can see here the domain game that was ported into Dungeons & Dragons. He also mentions a central hex and the six hexes surrounding it as the initial area to be cleared.
This system is quite elegant and seems to be easy to use. This handles migration of monsters from other areas to cleared areas.
Migration always tends to move towards the central internal areas of your campaign.
Chance cards are something I think most referees would find useful. Chance cards are not a general item, they are something that you create specifically for a given campaign.
Determining the details of spring migration.When monsters migrate do they automatically displace other monsters that were there before or does the migration become contested.
Tomorrow, Dave Arneson on Drawing your own map
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