Smallworld |
I've learned to write good dungeons, but overland travel is a struggle.
The Clue Problem
Clue is great. The logic-puzzle structure blends luck and skill in a tense and satisfying way. Crafting the perfect suggestion to gain as much information as possible is fun.
Unfortunately, between the fun of making suggestions, you have to move between rooms. Let's say you exit the Billiard Room and head for the Conservatory. You roll your dice to determine how many squares you move... 2. Everyone else takes their turns and you go again, roll the dice and it's a 1, ugh. Everyone goes again, then you roll a 3. You're still not in the Conservatory.
It's been three game turns since you chose what to do and for the last 10-15 minutes you've been inching toward your goal, with no new choices and no new information. Boring.
This is the Clue problem.
Tomb of Annihilation or Psalm 107:40 |
One of the big problems with hexes, is that there are usually too damn many of them. Travel becomes a tax and entire game sessions are consumed by inconsequential skirmishes. I don't know about you, but I don't get to game often enough for this to be acceptable.
Scaling Down
If too many hexes is a problem, why not just draw fewer of them?
Hexes shine in games where they simulate the movements of multiple units across a wide field but they break down at small scale for a couple reasons.
One reason, is that hex connections are too schematic. With fewer distinct territories, how each one connects to those around it becomes more important.
I'm talking shit, but Niklas makes rad stuff. |
A Tale of Two Risks
One of my favorite board games as a child was Risk. I would beg any available adult to play with me and I loved trying to conquer the world. However, once I got a little older and had other teen-aged friends to play with, Risk grew predictable and tedious.
Once you've played a few times, the patterns are clear. Someone holed up in Australia, someone else starting out small in South America and building up slowly. Players in Asia and Europe are screwed, just waiting to be knocked out and go watch a couple movies while the actual contenders grind it out. The bottlenecks and cul-de-sacs of the board enforced bland repetition.
When I was in high-school, I got Lord of the Rings Risk, Trilogy Edition. The new board design incorporated a lot of looping paths, there were more attainable continents and dead-end turtle strategies didn't work. Every game was different. There were frequent reversals of fortune. Risk was fun again.
Watch out for those sea routes. |
It's not a consideration I see talked about much in the context of overland movement, but it ought to apply.
Too Many Exits
Routing and dynamic loops are not the only thought pattern to borrow from dungeon design. When I map out a dungeon, I try to ensure that each branching point presents a reasonable number of options and enough information to make a real choice.There are good reasons that every room in a dungeon does not have six doors.
Pick a door, any door. |
Putting It All Together
I want the dynamism we've learned to build into dungeons at an overland scale. If Risk can do it, so can D&D. With a little forethought and flexibility on the front end, I should be able to make a map that implements the lessons of board games with the tools of dungeon design.
What about pointcrawls? And pathcrawls? Good solutions both, but I want to slay the dragon in my own way.
I have a simple solution: don't make your "hexes" all the same shape. Figure out the number of places you want to include in your campaign, figure out what should be connected to what and draw them like a fantasy Risk board. Think about it like mapping a dungeon.
Rough first draft of my latest project. |
No comments:
Post a Comment