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Other Games, Development, & Campaigns => Design, Development, and Gameplay => Topic started by: rway218 on March 15, 2015, 09:46:56 PM

Title: RPG maps
Post by: rway218 on March 15, 2015, 09:46:56 PM
Are hex maps the best, or is there a grid you prefer for your RPGs
Title: RPG maps
Post by: TristramEvans on March 15, 2015, 10:31:34 PM
I use hex maps for large outside areas, graph paper for inside and cities.
Title: RPG maps
Post by: tuypo1 on March 15, 2015, 10:42:21 PM
squares all the way unless im running some sort of stealth mission then i bring out the facing rules and hex grid from unearthed arcana

so i guess in the context of this forum it depends how much stealth you are going to have
Title: RPG maps
Post by: nDervish on March 16, 2015, 06:53:56 AM
Square grids in any context where square corners are likely to occur, such as where buildings are involved.

Other than that, I tend to favor ungridded digital maps with a hex grid in a separate layer that I can leave off most of the time and turn on when I want to be able to quickly eyeball distances.  If I want exact distances, I can measure them directly instead of relying on a grid.
Title: RPG maps
Post by: soltakss on March 16, 2015, 06:59:05 AM
I only use hexes if I need to track movement.

If movement is not that important, then I prefer maps without any grids and use a scale for rough movement.

For encounter-scale maps, I never use hexes, as they tend to restrict movement options. However, I tend to play RuneQuest/HeroQuest, games that do not have hex-based movement. If I played games with hex-based movement, then hexes would be more important.
Title: RPG maps
Post by: Bren on March 16, 2015, 07:37:46 AM
Hexes or a grid are nice for outdoor maps as a way of providing a location number. In Runequest I used 5 mile / 10 km hexes for the outdoors. Both the Balazar/Elder Wilds map (from Griffon Mountain) and the Dragon Pass map (from the Board Game) had hexes I used hexes for everything there.

For Star Wars I created a hex map of the galactic region where most of the action in our campaign occurred.

For my map of Paris in Honor + Intrigue I use one of several maps of Paris that are available on the web. The main map is the 1615 Merian map of Paris. I created a version with a grid labeled 1-15 and A-J so I can easily indicate the general location of particular buildings and landmarks for myself and for the players.

On the other hand the overland maps for H+I are also historical maps and I haven't bothered to grid those -- in part because there are too many maps to choose from. Since players are usually traveling from town to town, I use Internet mapping software to get the distance from place to place.
Title: RPG maps
Post by: Bedrockbrendan on March 16, 2015, 02:10:28 PM
I prefer hex but I use graph paper for my own games because it is just easier to pick up at the local CVS or Walmart. For world maps, these days I like a "clean" map with no hexes just to help give me a sense of what the land looks like, and a hex map. I find having both helpful. I'll use the hex map during play but often rely more on the clean map for prep between sessions.
Title: RPG maps
Post by: tuypo1 on March 16, 2015, 09:17:08 PM
i thought we were talking about combat maps when i gave my answer but it seems we are talking about overland movement in which case i also must say that sort of thing needs a grid but only in the sense that all maps need a grid, for referencing locations you dont need a grid to track movement at that scale a scale is enough