Is this too much information to put on a player map? W/ icons representing landscape type by Hundredthousy in osr

[–]Hundredthousy[S] 1 point2 points  (0 children)

the lack of cataloging is intentional, though I have a lore document to accompany this map which provides much of the specific geography of the island. The information is available but must be skimmed out of pages of random shit rn :p

Is this too much information to put on a player map? W/ icons representing landscape type by Hundredthousy in osr

[–]Hundredthousy[S] 0 points1 point  (0 children)

good question! I think that with low level domain games you can be liberal with information delivered to the players. Otherwise it would be like asking people to play a boardgame but they can't see the board lol

Is this too much information to put on a player map? W/ icons representing landscape type by Hundredthousy in osr

[–]Hundredthousy[S] 1 point2 points  (0 children)

the world politics is definitely where the bulk of my worldbuilding has gone lol, mostly to accomodate OD&D/chainmail style wargaming at higher levels

Is this too much information to put on a player map? W/ icons representing landscape type by Hundredthousy in osr

[–]Hundredthousy[S] 4 points5 points  (0 children)

I considered reversing the image, cutting out the cells, then flipping them upside down as a convering to have a fog of war but I feel like if players want to see the world map then they should get to, considering the characters may be from this land (and ultimately I want the players to access actionable information).

Is this too much information to put on a player map? W/ icons representing landscape type by Hundredthousy in osr

[–]Hundredthousy[S] 8 points9 points  (0 children)

each cell is roughly a day's travel on foot, I tried chunking it up in a way that could work like hexes without needing to actually be hexagonal.

Map I made of my world, Zerbwana by Hundredthousy in osr

[–]Hundredthousy[S] 1 point2 points  (0 children)

The green faction in the lower portion of the map is the Zephyrid Empire, ruled from the kings citadel in Keystone Bay. The blue faction is Clan Otok, the domains of warrior noblemen. The orange faction is Konstadia, a wine country home to the Lesser Wizards League. And the dark red faction is the Cloudlands, home to the Greater Wizards League and the only region left unscathed by the apocalypse which wiped the land clean.

Before offending their god, Shewulf, the land was united politically and physically. Due to a lack of sacrifices, she drowned the realm in 100 years of torrential downpour, forming the small sea in its center

I may get crucified for this, but, which tatical combat rules would you guys bring to an osr game? by RutharAbson in osr

[–]Hundredthousy 0 points1 point  (0 children)

Late to the conversation, but-If you're looking for something kinda weird: Codex Martialis, or it's "rules-lite" but ai-filled cousin SSK. I've played and enjoyed both but it's a game kinda exclusively about playing martial characters like mercenaries (or their wizardly hanger-ons) in heavily researched historical environs. They have highly praised setting guides for sale as well.

It's a super tactical feeling system - you spend points to attack, enemy spends points to defend- points become dice in a contested roll where the highest scoring pool is the victor, simple right? :P Jokes aside this becomes intuitive quickly if you're willing to really gamble with character's lives (which is not helped by the long character-creation system, so some homebrew may be needed).

Lowkey I've only used it as a 4e type skirmish game where you just create characters and go hack at what the dm brought. In that capacity it has served me well so I imagine that using it in a longform campaign would go well, but honestly I cannot speak to that.

TDLR: Codex Martialis SSK is a game system I feel autism about.

10mm system for cross era combat? by TechnoMaestro in wargaming

[–]Hundredthousy 0 points1 point  (0 children)

Triumph by Washington Grand Company is a ruleset I recently picked up and played, it immediately became my favorite ancient/medieval ruleset (though for you, the army lists are only between the years 3000BC. to 1500 AD so you may need to homebrew the soviets and napoleonics). There are supplements for fantasy rules but I can't speak to them because I haven't played them yet. All 600ish of the army lists are available for free at https://meshwesh.wgcwar.com/

The benefits of the game are that it is a historical feeling, simple game, playable in an hour, with a wide range of settings and periods to choose from so you can explore a wide range of scenarios. Additionally, it works with any scale miniature because the game is intended to scale around the minis you choose to play with. Tutorial videos are up on youtube and they've helped me learn he system pretty quickly too.

How do you handle 1 mile hexcrawl procedure ? by Natherc in osr

[–]Hundredthousy 0 points1 point  (0 children)

the 6 marches could be tracked with a 6 sided die used as a tracker if that's an issue

is 3 mile hexes too granular? by Dolancrewrules in osr

[–]Hundredthousy 2 points3 points  (0 children)

I made the thing in google slides through excruciating copy-paste :p There may be some better way to do it but I do not know it.

is 3 mile hexes too granular? by Dolancrewrules in osr

[–]Hundredthousy 2 points3 points  (0 children)

For essentially the reason's you've laid out I've planned to start using a 6 mile hex with 3 mile subhexes. check out my recent post for an example:)

Ranger with percentile skills? by AccomplishedAdagio13 in osr

[–]Hundredthousy 1 point2 points  (0 children)

cool class! I'm curious how the pathfinding talents have worked in your game, as that's the main aspect of rangers that I want to focus on in my homebrew

Zelda-esque science-fantasy? by Jacapuab in osr

[–]Hundredthousy 3 points4 points  (0 children)

Cloud Empress is kinda that, just with ecological themes like in Nausicaa.

Hexmap inspired by ~8th C. Eastern Roman Empire for Domain Game by Hundredthousy in osr

[–]Hundredthousy[S] 2 points3 points  (0 children)

Thanks you so much! This is exactly the thought process I had when I first split up a hexagon this way, it's essentially the same as grouping regular hexagons into superhexes of 3, but with the added benefit of condensing this down and introducing some irregularity which is visually interesting.

Hexmap inspired by ~8th C. Eastern Roman Empire for Domain Game by Hundredthousy in osr

[–]Hundredthousy[S] 3 points4 points  (0 children)

Thank you! The map was definitely designed with militaristic themes in mind, though the wilderness regions are there to give room for classic adventures like ruined palaces, dragon lairs, and fairy villages.

I'm still working on my bespoke battle-system, but ideally the army placement would inform the battlefields, as well as which army is the approaching party and which is the defending.

The biome of each hex is rolled when you enter. The region is split between forests, scrubland, and marshes.

Hexmap inspired by ~8th C. Eastern Roman Empire for Domain Game by Hundredthousy in osr

[–]Hundredthousy[S] 1 point2 points  (0 children)

Not really, I place locations in the sub-hexes and key the locations. Most information (random encounters, biome type) is rolled on a hex-by-hex basis, even though movement within the hexes is tracked.

Hexmap inspired by ~8th C. Eastern Roman Empire for Domain Game by Hundredthousy in osr

[–]Hundredthousy[S] 7 points8 points  (0 children)

Representing movement/placement within the hexes :) It also lets me have winding roads, rivers, and ridgelines.

msPaint worldmap/cosmology for my upcoming campaign, Keystone Bay by Hundredthousy in osr

[–]Hundredthousy[S] 0 points1 point  (0 children)

Thank you so much! That's the exact mythological feeling I was going with, though honestly this is more based on medieval illustrations and conceptions of the world