![]() Mountains, forests, and rivers behave certain ways in reality and getting those features correct on a fantasy map takes a lot of effort. In any event, making believable world maps is hard. I needed a sense of the unknown, where danger is around every corner, but I’m perpetually short of time, or bad at managing what I have, so sketching detailed maps was out of the question. I didn’t want to revisit familiar worlds like Greyhawk or the Forgotten Realms. I set about acquiring a big collection of dungeons, so that way I had things ready to go when my party searched a specific hex or lingered too long in a given town. I used Labyrinth Lord, a recut of the Moldvay Basic D&D set, and I wanted the campaign to be the groggiest of grognard: a massive hexcrawl, dotted with dungeons. A few years ago, I got the idea to do a truly old school Dungeons & Dragons game.
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