I haven't checked it against the original but, whoever did this? You rock.
Here's a link (http://imgur.com/gallery/2El2Of7) because the image is too damn big to post here.
That's a cool map. That's pretty much the style of map we used to use for our Fantasy Trip campaigns (following the example in In The Labyrinth), except our campaign worlds ended up being several times larger than that, and at 12.5km/hex scale.
I wonder whether anything in history would have been different if the original FR box set had been done with hexmaps?
Quote from: RPGPundit;865623I wonder whether anything in history would have been different if the original FR box set had been done with hexmaps?
Nightlife would have outsold
Vampire: The Masquerade, thousands would die across America in the brutal TSR -WotC war (Only ended when the Pope met with an aging Gygax at his fortified Lake Geneva compound), a rabies scandal would eventually sink the billion-dollar global fad for Collectable Pet Games, Saddam Hussein would have won the first Gulf War, David Koresh would be the Vice-President, and Justin Beiber would be the youngest Prime Minister of Canada.
I could explain how, if I had the time. I have a big chart that covers my bedroom wall.
I don't know (history?), but I think hex maps tend to imply and inspire different ways of using maps compared to maps with no grid. Hexes imply that things can and do exist in each hex, give an easy way to measure actual distances and positions, and imply that the terrain is an element of play that will be used and interacted with, especially if there are meaningful travel rules, rules for getting lost, different encounters, events and obstacles in different terrain, etc. Such maps can become another level for interesting play and consistent situation development and interaction.
Of course, it's entirely possible also to:
* Use a gridless map with specific details, rules, tracked positions and whatever details you want.
* Use a hex map but hand-wave travel anyway.
* User either type of map and determine what happens during travel however you like.
But I think the hexes (especially when different terrain types are shown, roads are laid out, and there are rich and interesting details, named places, etc.) suggest to the imagination that the world's geography is a meaningful and interesting thing to explore and to interact with, and not just an abstract semi-relevant bit of fluff that has little or no effect on play, or is even just an annoying/pointless delay/distraction between set piece dungeons or plot events.
And hex maps with detailed terrain and travel rules can also be quite handy and fun.
The original boxed set was done as a hex map, they just put the hexes on a clear overlay. The DM book in the boxed set has a section devoted to using the hexes, travel times, and encounter tables.
FYI, WotC just posted a HiRes map of the Sword Coast too.
http://dnd.wizards.com/articles/features/map-faer%C3%BCn
Quote from: ptingler;865680The original boxed set was done as a hex map, they just put the hexes on a clear overlay. The DM book in the boxed set has a section devoted to using the hexes, travel times, and encounter tables.
That's true! But it still made it feel different than having actual greyhawk/mystara style hexes.