Showing posts with label World Creation. Show all posts
Showing posts with label World Creation. Show all posts

Sunday, March 4, 2012

BANG! Hexographer Pro Baby!

With the current sale going on over at Inkwell Ideas, I broke down and bought the Hexographer Pro Software. I am so glad I did! Making 'Child Maps' has become a snap. I couldn't resist zooming in on Skelan and seeing what popped up!

Scale: Each Small Hex = 528 ft (Large Hex = 2640 ft)
EDIT: The Huge Hex is actually 2.5 miles across!

Zooming in was a snap. I just selected the area, told it 5 hexes for each hex selected and it converted it all. I had to do some touch-up around the edges and added a little forest. The majority of the time I spent adding buildings based on Erin Smale's, Population for Low-Fantasy Population generator, from his blog; The Welsh Piper.

From that I gleaned the following about Skelan:
Population: 974
Occupies: 1.22 square miles
Nobles: 28, Officers: 10, Clergy: 8, Freeholders: 66, Citizens (Farmers) 858, Hirelings:4
Ruling House: 6 Relatives, 4 Servants, 3 House Guard, 1 Sergeant
Additional Nobles (2 Houses) w/ 14 people
Reeve: 1, Messor: 1, Woodward 1, Constable: 1, Law Enforcement: 6
Mansions: 3
Churches: 2
Businesses: 79
Municipal: 1
Homes: Alot! 129

It took me longer to type this than to do it. The map isn't great, but it was fun doing!

Hope you can use it,

TB

Saturday, February 25, 2012

So, Moving Along Then (part 2a)

I changed my mind, or so Mr. ADD often convinces me to do. I was convinced to zoom in rather and jump down to 'settlement level'. I am glad I did too. It really helped me get an idea of the area. Why? I can't explain. But, none-the-less, here is a step-in on the Skelan area that was in my previous post.

Scale: 2640 ft sub-hex / 2.5 mi large hex

A note on the above map, the actual settlements (read rural area) of Skelan and Ength probably will most likely NOT end up where I placed the village and town icons. I tried to 'center-mass' them. I envision both being more in the branches of the 'Y' of the river, which I have to name.

Next up, before I do the actual rural settlements, is to place key encounter areas for this level, make random tables, etc. So, expect to see this map again in more detail soon.

TB


So, Moving Along Then (part 2)

Pressing forward, I have added some to the newest experiments in Mini-Gazetteer. Or, maybe I'll just call it a Blog-Gazetteer? Anyway, I added some additional terrain and random names to the base map.


I think this is as big as I feel comfortable with. Not being one that enjoys 'drilling-down' into a setting, I want to start small and work out from somewhere. So, with that in mind, I will pick a 'Base Camp' and flesh it out, and expand.

Perhaps from Skelan...

TB

Sunday, February 12, 2012

So, Moving Along Then (part 1)

Now that I have had my grand epiphany about time, I return to mapping. As you can see from the below map, I have just quickly roughed in the basics; Mountains, Ocean, and the two Settlements (green hexes) I want to start with. The Settlement near the ocean will be the main trade point. The other, or located there-about, will be the starting 'base' for the campaign.


Next I want to map the trade center, so I get a feel for how dispersed it will be at this scale (small hex = 1 league, or 1 hour). So...


Not what I had hoped, but I can come back to it. Just couldn't figure out how I wanted it to look, Icon wise...

That's it for now, enjoy.
TB

Saturday, February 11, 2012

More Mini Campaign

So I started messing around with mapping (Hexographer) again, and made a small regional map, or started it anyway. Then my best-est friend ever, OCD, came to visit. I wanted to drop in a small coastal harbor town or city. But what size? I knew I wanted to have each sub-hex be 2.5 miles (1 league) and the larger hexes to be 12.5 miles (5 leagues) based on how much I like Bat in the Attic maps. This scale just makes sense to me, and I hope to elaborate more on that in my next post.

Then I wavered! I do so ever like how it's done on The 25 Mile Hex too! Finally I just said, "Screw It!" and went to another bookmark, Medieval Demographics Made Easy. Both the above blogs mentioned it, as I recall, so it has to have something going for it, right?

So, based on the formula there ((Hex Width x .9306049)squared) tells me that there are 5.43sq miles in a 2.5 mile hex, or 1 league. Cool! Population Density, which I took to mean Rural, ranged from 30 to 120 people per square mile. So this town/city, assuming it has some kind of patrolling guard, could patrol out, on a regular basis, a half-a-day. So four hours, or 4 leagues, to be able to make it back by dark. Counting all the hexes surrounding the town/city I came up with 60 hexes and an Excel Spread Sheet...
So, based on density, this town could range from a Large Town to a Large City... I am not a complete sadist. I didn't want to randomly figure out the density of every league within the settlement's control. So I created a formula that would give me a random range between 30 and 120. Then OCD's friend showed up...

Yay, ADD, welcome! Mr. ADD wanted to know, "If the settlement could only 'protect' 3, 2, or even 1 hour out from it, what size settlements would result?"

This didn't, even at minimum density, get me a settlement smaller than 489 person Village with the Village itself and the adjoining 6 leagues. (I am using the settlement sizes from 3.5 by-the-way because I would like to use the eventual map in either a Microlite20 or Pathfinder Beginner Box campaign)

"Doh!" All I had to do was reverse the formula to be able to enter the settlement population and random density to tell me how many leagues a settlement needed. I did this not just because of Mr. ADD, but because I noticed that the first settlement was going to eat-up alot of my map. I wanted some smaller settlements for 'bases-of-operations' too out in the 'wilderness'.

Long-story-short, I think Mr. OCD and Mr. ADD have just had their communal asses kicked by Mr. Excel!

More to come!
TB

Saturday, December 17, 2011

Village Of Nickime


A quick post to show the Large Village of Nickime that I created from the "It's All About The Quarters" post I did yesterday. Again I want to thank Talysman, for the motivation/inspiration. I haven't gotten into digesting his response on the last post, but soon will.

*Edit: Roger, over at Roles, Rules, and Rolls, took creating settlements with coins even further with several interesting twist!*

Without further ado, here is the map of Nickime:
A Keep was placed for the quarter, and merchant/craftsmen got a larger building. Then I just added ten houses per fifty cent piece. Here is what the original map looked like, if you missed it:
I was initially worried about the placement of the Church/Shrine, but when I did the rough map I think it turned out okay.

Best,
TB

Friday, December 16, 2011

It's All About The "Quarters"

So, while perusing blogs, I stumbled on Talysman's latest post: Mapping Towns and Cities During Play.

There, I saw a link to: The Quarter System. I thought, 'Cool... That would be neat!' So off I went, Mozilla buzzing, to find it was not what I had thought. It was 'Cool', just not what I anticipated.

This, is what I had in mind:
Coinage! Quarters!

That lead to this:
Where I started with a Quarter to represent the Castle/Keep. Inspired again by Talysman, here, I quickly decided that dimes would be crafts, nickles would be multi-entity establishments, quarters the controlling interest, and half-dollars would be homes.

I placed the Quarter, then a dime, figuring that the controlling entity would want them near. To support that, I needed homes. Each additional coin had to touch at least two others and homes had to touch the establishment it supported. Each craft/merchantile had to be as close to the 'hub' as I could get it, then its supporting homes. When at all possible I shared the edge of the homes with another half-dollar to represent how homes tended to cling together...

And bingo a rough Large Village was created, again based on this.

I will assume that there are three entrances into the Castle/Keep at each of the dimes, and for the most part that each coin that touches another has a major thoroughfare connecting it.

Now that I know what each can represent, I should be able to pick up some coins (the amount based on the size of the settlement) and have a ready made establishment.

What to do with the penny?... Ruins or Slums! Done.

Hope you like it, it is rather 'outside-the-box' for me, and it is all because Talysman blogged about quarters!

TB

*The only thing I had a problem with was the Church/Shrine. It probably should have gone NE or SW of the Controller, but I didn't want it near a Stable or a Blacksmith.*

Sunday, December 4, 2011

Firmly In The Less Is More Camp...

Minimal systems are currently my preference. My Gamer ADD/OCD tends to have me wondering, so rules heavy systems don't seem to last. An example of a borderline too rules heavy system is Savage Worlds, that I began mulling over a while ago. I stopped then on page 78 and haven't returned.

I am currently fully entrenched in Microlite20, but what factoids I have gleaned from developing Savage Worlds - Plot Point Settings are interesting. For example; Plot Points, Set Pieces, and Adventure Paths and Delving into Design: Echo of Dead Leaves (Part II) (interesting reads if Plot Point Settings appeal to you). I am planning to attempt a similar tact while pushing ahead on a Microlite20 house rule set for Humanity's Reign & Ruin.

As I had mentioned, I envision Humanity's Reign & Ruin as being two settings, a before and after kind of thing. Humanity's Reign, as a middling magic, human-centric, middle-ages - with monsters, affair. The subsequent setting; Humanity's Ruin, a demi-human-centric, pronounced magic, humans are rare, dark and gritty - with monsters, affair. They tie together with my, for now only in notes and mind, game history.

Currently my approach to presenting these two, tied together, settings is going to be a short paragraph about each and allow the Rules, Tables (thanks to Zak's How I Want To Hear About Your Setting), and Plot Point Setting adventures to speak for themselves. I have a mental image of what, and how, the world and things in it coalesce, but have no desire to put out an expansive Setting PDF on it that no one wants to read. I think a simple Gazetteer focusing on the above, with maps, should suffice. Then six to eight Plot Points, with all the entail, for adventure.

At the moment, I am speculating on whether a Plot Point Zero adventure is in order? I think it would be interesting for the first adventure to be the 'lead-into the fall of Humanity' and have the Plot Point Setting Adventures lead up to that experience that the Players would have already experienced.

Thoughts on a Plot Point Zero for Humanity's Reign & Ruin?

Hopefully this is a beginning to an end...

Best,
TB

Sunday, May 8, 2011

City Crawling (pt1)

I have been enamored with Zak's Urban Crawl Rules for Slacker DMs since I found the post. I am not one for a lot of 'round' lines in an urban environment map, so I squared everything off using Libre Office (Open Office split since the buy out) Impress so I could quickly copy/paste the words and numbers. Again, just a thought experiment that I want to play out while I blog.

I am going to try this for the Manors, Villages, and Town/City of the Mini-Gazetteer I have been fiddling with. Zak started with Ten neighborhood and represented them with the words 'ONE' thru 'TEN' randomly written on a sheet of paper with varying colors of marker. This is a large City in my view, and was wondering how big various urban areas should be for a more 'medieval' feel. Ok, too much thinking, again. Go random, it is all the rage anyway:

Manor: 1 Neighborhood
Village: 1d4 Neighborhoods
Town: 1d6 Neighborhoods
City: 1d8 Neighborhoods
L. City:1d10 Neighborhoods

I am considering a single 'Neighborhood' as a flat 'footprint' of the urban area. It could, and probably should, have several 'levels' for larger urban settlements. I mean, If I roll a 1 on a 1d10 for a Large City, that small of a footprint will not house the populace. It would have to be built vertically instead of horizontally to do so.

Rolling a d8 for the City of Yorkcast I got a 4. So, four neighborhoods. I could arrange the words; one, two, three, and four for the neighborhood layout, but I don't want every city to have the same number words. So I want to roll a d10 for times to find the number words I will use for this exercise; four, eight, three, and three.

Off to copy/paste the words into a new slide... Done, but how should they be positioned? Starting with the first number, four, I decide that another random roll is in order: 1d4 (1 normal, 2 +90, 3 +180, 4 +270). A 2, so rotating the 'four' ninety degrees... Now the 'eight'... a 3, so one-hundred and eighty degrees... place on the 1d4 side of the 'four', starting at 12 o'clock as position 1 and going clock wise... a 4, or left side... now for the other two 'three's...

I moved some stuff around and added a protective wall:
Somethings just scream out at me now, as a visual thinker. For example, two entrances, one in the South connected to the 'T' in 'THREE' and one to the West connected to the last 'T' in 'EIGHT'. Add some towers, etc... (and trim the image so it doesn't take up a huge white chunk of the blog!)
Next I will overlay a random number (1-0) over each letter of the neighborhood to show back alleys and such. More to come after I watch some 'Merlin'...

Best,
TB

Monday, April 4, 2011

Bookmark Clearance

While digging through a multitude of bookmarks, to see what I could dislodge from the browser, I found two that I had forgotten about and would like to share:

Dawn of Worlds: a minimalistic world creation game that allows you and your gaming group to build a full fledged setting from ground up. Roll some dice, spend the points on anything from terrain creation to cultural explosion and wars. When the evenings over, you should have a map, time-line, and a lot of fun!

The Mule Abides: 9 Minute Campaign Design. An old post from Nov 2009 that asks questions to assist in describing your campaign setting in '9' minutes...

Nope, I can't do it either. But interesting none-the-less.

Enjoy,
TB

Thursday, March 24, 2011

Epiphany, Obsessive Compulsive, or Attention Deficit?

Started slogging away at the mini-gazetteer and got to staring at the screen. 'This is not what I want. This is not what someone else wants,' kept popping into my head. Then, for inspiration, I turned to the net. Low and behold, I find three posts where I had a 'eureka moment', when I found 's blog entry on RPG Settings: Show, Don't Tell. This lead me to the source, How I Want To Hear About Your Setting on the blog, Playing D&D With Porn Stars. Mentioned in the remarks, of one-or-the-other, was 's reply on the Trollsmyth blog where he talks about Minimalist Setting: Timeline Example and the originating post, Zak Offers Up Another Plate of Sacred-cow Burger.

So, what do all these links mean to me? In reflection, I just had a similar but unrealized moment a few days back, when I was reviewing The Majestic Wilderlands. The thing I loved about the book was the mechanical implementation of the setting; the Character sections, the rules for Orders, Sects, and Culture, rules for Magic, etc. That is what I remember, not the overall fluff, but rather how the fluff was brought to life with just enough 'rules spin' to make it unique.

I think something else that I should keep in mind, as I continually develope Ukarea, is the success I had with a 'Rumors at the Inn' Microlite20 one-shot that turned into a somewhat serious campaign, though it flopped miserably trying it via Play-by-Post. Basically I drew a quick map for this one-shot and said, "Alright, your in the inn, having some drinks... yadda yadda... and you hear someone mentioning... what?" They all looked puzzled. So, I encouraged them to think up rumors that they were hearing as they sat there. It took a bit, and they started off slow; "I heard there were giant spiders in Ol' Man Bidnee's Stable..."  I scrambled for my pad, and pencil, and jotted that down, puting a 'F' after it. The players had no idea if what they were 'hearing' was true or false. If I put 'F', I thought up reasons why the rumor wasn't true. "Ol' Man Bidnee's business partner was spreading this rumor to reduce business so he could buy the place cheap." I had no in depth fluff, other than what the characters came up with sitting at a table in an inn. Before long, elaborate tales were being cast and local history evolved; "Well if Ol' Man Bidnee hadn't had skipped on his responsiblility to help the town with the Goblins two summers ago...", etc. You can't make the stuff up that they came up with, and been able to present it the way it came out. It wasn't my setting, it was ours. I would overhear them between the few sessions that we had, talking about what rumors they thought true and why, what to investigate next, and how could Ol' Man Bidnee have left with a stable to run... and a baby on the way... keeping up with them was the hardest part. As I recall, this was just after I read the Western Marches experiments.

In short, GMs aren't going to want to run my setting and Players don't want to play in it either. They want, or so I am led to believe by the first links, something unique that they can make there own. I had developed setting before, and the group went along and played it. It wasn't until they were 'co-developers' that we really had fun I suppose. Developing a setting for release isn't as easy as I had originally thought.

Best,
TB

Ok, This Is Just Plain Cool!

An awesome random map creator! 2D, 3D, the works. No telling how long it will last on the internet considering it was built by students... Check it out before it turns into vapor.

Best,
TB

Tuesday, March 22, 2011

Fantasy Demographics Made Hard

Based on data from The 25 Mile Hex blog, I threw together the following table, which I haven't really proofed. It is basically somewhere for me to start:

Settlement Area Req ZoE Workers +/- Population +/- Supports
Farm 1, 1 mile hex None 2 (all rural) 10 ppl 1 Urban Family
Thorpe 4, 1 mile hexes None 12 (all rural) 55 ppl6 Urban Families
Hamlet 7, 1 mile hexes None 21 (all rural) 95 ppl 10 Urban Families
Manor 1, 1 mile hex 1 Shared 100 (rural) 400 ppl 50 Urban Families
Village 1, 1 mile hex 1 Not Shared 350 (250 rural, 100 urban) 1,575 ppl 25 Urban Families
Town 1, 1 mile hex 2 Not Shared Variable (all urban) 2,000 - 5,000 ppl No Urban Families
City 1, 1 mile hex 2 Not Shared Variable (all urban) 5,001 - 12,000 ppl No Urban Families
Capital 3, 1 mile hexes 2+ Not Shared Variable (all urban) > 12,001 ppl No Urban Families

It's late and I guess I will map out some examples tomorrow, so until then...

Happy Gaming,
TB

Thursday, March 17, 2011

Mapping Population Experiment: Part Four Alpha

After about fifteen minutes, I changed the map to what I feel is a more Bat in the Attic feel.


All land within two to three hours travel from the Central Settlement will be patrolled and farmed by the local populace. This is where I diverge from his mapping / setting style. I tend to go for settlements protecting their own and think this approach is feasible, though maybe not historically accurate as his Manorial setup.

Central Settlement main populace (ABM = Able Body Men):
73 one mile hexes at .865sq miles per hex is 63sq miles, give or take. Divided randomly based on my personal whims; 40sq miles of agriculture (20160 ABM), 15sq miles of herd animals (7500 ABM), and 8sq miles of swine (6400 ABM). This translates, if I did the math correctly, to the Central Settlement able to self sustain 34060 ABM. This creates a HUGE population in my mind, especially if you consider 4.5 people in a household. Granted not all of the 34060 would be part of a household, but still. Even at 70% of self sustainable max (23842) we are still in the Metropolis range. Add in a 10% tax of goods and services to the outlying villages, and Manors, the total climbs back up.

I realize, after looking at the map, that I did take the 'best case scenario' for what the settlement could farm, which in my mind would be an older, established, settlement. Cutting it down to what a newer settlement might look like, gives me this:


This would be what a younger settlement would look like in my mind. Still patrolling out a few hours, but without the benefit of a ferry or other river fording devices, it would be confined to terrain to the North-East of the settlement. This area consists of 26 one mile hexes (22sq miles). A strictly agricultural settlement, at 100% utilisation, could sustain 7040 ABM. Divide up into roughly equal venues, it could sustain; 11sq miles of agriculture (3520 ABM), 7sq miles of herd animals (3500 ABM), and 4sq miles of swine (3200 ABM), or 10220 ABM. Figure in a 4.5 member household, with half of them married with households, and the total populace jumps back up over 20000 people.

I don't know. Maybe I am doing something wrong, or missing something critical? This methods gives my OCD a warm and fuzzy, but until I can figure it out, maybe getting some feed back from Rob Conley, I should go with the Third Population Mapping Experiment?

Hey Rob! Help a brother out here?  = )

Best,
TB

Mapping Population Experiment: Part Four

More mapping population experiments.

Part One: Making the map.
Part Two: Hodge-podge of both The 25 Mile Hex and Bat in the Attic suggestions.
Part Three: Done solely with The 25 Mile Hex guidelines.
Part Four: Here it comes baby...

Another look at the map:


Yes, I added some things. Adding up all the 1 mile hexes that have production land, I came up with 91 one mile hexes (20 center settlement, 29 manors, 42 for the seven villages). Taking 91 one mile hexes and multiplying it by .865 (The square miles in 1 one mile hex, per The Welsh Piper) I got 78.715 square miles. I will call this 79 square miles for simplicity.

I image that this land is equally good for both planting and live stock. I decide to say 60% (48sq miles) is agriculture, 25% (20sq miles) herd animals, and 15% (11sq miles) swine.

Agricultural takes 30 ABM (able bodied men) to work and can feed 320 ABM. This leaves a net surplus of 290 per sq mile. 290 x 48sq miles is 13920 (10440 at 75%)

Herd animals take 50 ABM to herd and will feed 500 ABM. This is a surplus of 450 per sq mile. 450 x 20sq miles is 9000 (6750 at 75%)

Swine take 100 ABM to care for them and will feed 800 ABM. This is a surplus of 700 per sq mile. 700 x 11sq miles is 7700 (5775 at 75%)

Total number of ABM that can be fed, above and beyond the required care takers, is 22965. Now how to break that down over 29 Manors, 7 Villages and 1 centralized settlement? Not to mention that I just noticed that I missed the listing for Manors: 1 historical manor will need 70 able bodied men for labor and will feed 750 people, when I went to see if there was guidance on this.

I think if I would have drawn the map differently, the Bat in the Attic formulas would have been much easier and would have resulted in a different feel for the setting. But, I drew the map with the layout guidance of The 25 Mile Hex first. Perhaps I will go back and do a map that I think would work better with Bat in the Attic's formulas. I think it would be more similar to his maps if I did do so.

To be fare to both, I want to go back and do just that. Off to hexographer...

Have fun... go map!
TB

Monday, March 14, 2011

Mapping Population Experiment: Part Two (found)

Found it! This and that, might make a complete Part Two! Other Part Two removed to reduce confusion.

The next phase may look confusing, but it was quite easy and intuitive. I took the preceding map, and based on the information on The 25 Mile Hex which say, "Thus, towns and cities occupy one 5 mile hex in total... In any settlement larger than a village, the entire population is considered urban and totally reliant on imported food from the country side." I filled in what I thought would be acceptable homelands for the city populace. As can be seen, I figured that 20 one mile hexes are associated with the town/city in the center 5 mile hex (I only counted half hexes as full if they were on the river, and three I deemed unsuitable based on how the river ran through it.)

Twenty, one mile hexes is 17sq miles (20x.865=17.3 rounded down for the river). I think this is where I will depart from the good, but general, ideas in The 25 Mile Hex blog and consult some data from the Bat in the Attic blog. He has some great data on pastoral and agricultural demographics that I want to play with. If I assume that the city raised up from a village to a town, to a city, as would be expected, then at least the original village population would be self sufficient. If I take a SWAG at the pastoral to agricultural ratio, then I can figure that out. If I assume 1/3 of the surrounding land is pastoral (herders) then the rest (2/3) is agricultural. Braking the land down like this gives me 5sq miles of pastoral and 12sq miles of agricultural farms and fields around the city. 12sq miles of agriculture will feed 3840 people (320x12) at 100%. I want to divide the 5sq miles between swine and other domesticated beasts; say, 2sq miles for swine which will feed 1600 people at 100% and 3sq miles of cattle, goats, and sheep which will feed 1500 people at 100%. So this land has the potential of feeding 6940 people at 100% productivity.

100% productivity is unrealistic, so... to the dice. The percentages of productivity come out like so; swine 51%, cattle, goats, and sheep 90%, and agriculture 99%. My mind is racing with potential dominion game rules at the moment. Stay focused... stay focused... So for the year; of the original 100% totals, 816 people will be fed by pork and it takes approx. 200 people to raise them (200 rural - outside the city walls feeding slop, leaves 616 urban city dwellers), 1350 will be fed with other domesticated animals which takes approx. 150 to raise (150 rural, 1200 urban), while another 3801 people will live on agricultural produce which takes 360 people to raise (360 rural, 3441 urban). That puts 710 people rural (outside the city proper) with 5257 urban (within the city proper). This seems high so far, but as I look at the map, it does seem like a rather productive area for the city. If I would have used the 13 one mile key terrain rules I used for all other five mile hexes, it probably would have limited this down quite a bit. Perhaps a redo once this is in order is called for? This, however, still only puts it squarely in the camp of a average sized Town based on S. John Ross's Medieval Demographics Made Easy. So, no worries yet.

On to surrounding Villages, which there are 7. Going back to guidance from The 25 Mile Hex, I placed villages where they had a full seven hexes to occupy without modifying the underlying terrain. It was intuitive once I started, or at least felt like it. I didn't mind delving off into the math for the core populace of the central settlement, but I don't want to go that far with the supporting settlements. So if The Hex Master says there are 350 able bodies people in a village then all I want to do is apply some randomness. To the dice bag...

d4 (1-2 minus, 3-4 add)
d20 (percent of change)


Village One: 350 minus 8% = 322 able bodies (92 urban, 184 rural, 46 surplus)
Village Two: 350 plus 17% = 410 able bodies (164 urban, 328 rural, 59 surplus)
Village Three: 350 minus 3% = 340 able bodies (97 urban, 194 rural, 49 surplus)
Village Four: 350 minus 12% = 308 able bodies (88 urban, 176 rural, 44 surplus)
Village Five: 350 minus 16% = 294 able bodies (84 urban, 168 rural, 42 surplus)
Village Six: 350 plus 15% = 402 able bodies (115 urban, 230 rural, 57 surplus)
Village Seven: 350 minus 2% = 343 able bodies (98 urban, 196 rural, 49 surplus)

Totals are divided by 3.5 to ascertain urban, double urban is rural, the difference of the total, minus urban plus rural, is the surplus in able bodies that can provide for the larger town or city. This replicates the 250 to 100 ratio he uses on the blog, though it is inverted here.

So now I know that there are a total of 346 surplus providers throughout the villages. At a 2:1 ratio, they are providing for an additional 173 productive (able bodied) people in the central settlement, above and beyond what the central settlement's core is providing for. If each able bodied person, of the 173, is supporting 5 (average number in a household) then an additional 865 people can live within the walls of the city. The original 5257 inhabitants, plus 865 more, gives us a subtotal of 6122 for the city proper.

Now to see how many additional people can be added to the central settlement with all the Manors' surplus kicked in to support them. There are 27 Manors filling the remaining usable space when adhering to the "zones of exclusion" guidelines. The 25 Mile Hex says there are 100 rural able bodies in a Manor, or 2700 in this case, which can support another 1350 at a 2:1 ration.


We are looking at a Large Town with 7472 people give or take... about the same as doing it wholey with The 25 Mile Hex rules.

That's about it for now. I will work on some tables; military forces, village merchants, key personnel... basically turn it into a Mini-Gazetteer, as time permits. I also want to try the same two different ways; strictly by The 25 Mile Hex and strictly using Bat in the Attic's figures to see which appeals more to me for Ukarea.

Best,
TB

Mapping Population Experiment: Part Three

After a horrendous Blogger meltdown in my last post I decided that, though fun, the way I was approaching it was needlessly complicated. To that end I want to see what the central settlement will turn out to be based on The 25 Mile Hex approach vs the Bat in the Attic tables.

First up: using The 25 Mile Hex.
  • 7 Villages = 100 urban and 250 rural able bodies (ea. has a surplus of 50 able bodies which can support 25 others, for a total of 175 able bodies in the central settlement.) 1
  • 29 Manors = 100 urban able bodies (since they are all rural, they can support 50 able bodies ea. for a total of 1450 able bodies in the central settlement.)
Total: 1625 able body adults in the central settlement. Or, a total population of 7312 (Large Town)

(1) I still have a question out to The Hex Master as to whether the numbers on his blog are inverted. He has 250 urban and 100 rural able bodies to a village, which in my mind does not make it 'self sufficient' as described if it follows the 2 rural:1 urban formula.

That took all of 5 minutes and came up with a total population of the Town close to what I had originally. I can also easily extrapolate the military force within the 25 mile hex... This method does have some potential.

Stamped: [The Bane Approved!]

Best,
TB 

Saturday, March 12, 2011

Mapping Population Experiment: Part One

So, I have the Bat in the Attic: Manors vs Farms Blog and The 25 Mile Hex: Mapping and Population Blog pulled up for quick references. I also pulled up Hexographer and created a 25 mile template with sub hexes. I wanted to see what I could come up with as far as a population goes. Once I had the template made, which I can share if there is an interest, I threw in some rough terrain:


I followed the suggestion that a minimum of 13 hexes should be the overall next hex up primary terrain feature. The big hex, 25 miles, is clear so a minimum of 13 of the five mile hexes should be clear and at least 13 of the one mile hexes of its should share that same dominant feature. Assuming I counted correctly, I came up with this:


Not that inspiring I will admit, but it should give me a good random base to see what size city this 25 mile large clear hex can support. I intend to plunk a city icon in the center and start expanding out with a population. Based on how many able body rural people I can smash into the country side, I can deduce how many able bodied urban people can be supported in the city at a 2:1 ratio.

This is extremely geeky I know, but for some bizarre reason I enjoy doing this kind of stuff.

Now I now, base on what has already been done at The 25 Mile Hex, the largest population density would be supported by an arse load of Manors. But where is the fun in that? Besides, I kind of think that the city would have some form of military presents, so the populace immediately around the city wouldn't cluster into Manors or Share Cropper groups. The farther you go out, the more the commoners will need there own security, turning to share cropping and manors. I guess it will be easier to show what I mean than explain, so watch out for part two, where I start adding the masses...

Best and keep mapping,
TB

Sunday, February 20, 2011

Been A While...

Yes, it has been a while since I have posted anything here. Do to some unfortunate personal issues I haven't had time for much past reading other's blogs, that I am subscribed to. But, for the few that follow along, I have every intention of continuing on with my Ukarea setting: Humanity's Reign and Ruin.

While I intended to go with Sword & Wizardry: White Box, I am beginning to lean more towards the Dark Dungeons rules set now. Mainly do to my familiarity and love for it's inspiration (Rules Cyclopedia) and the recent shake up of White Box, that I am not prepared to comment on at the moment.

I still have to delve into the legal-ese of Dark Dungeons, but "Dark Dungeons published 2010, no Copyright is asserted on the original text found in this work." does sound promising assuming a OGL page at the end of my publication will suffice.

With the re-discovery of Building the Perfect Class at Breeyark, I feel motivated to rebuild the classes from the ground up to better fit the setting that I have in mind. Especially the dark fantasy side, Humanity's Ruin, which will be demi-human centric. I think this all (Dark Dungeons and Building the Perfect Class) ties well into what I am gunning for.

More to come soon, promise.

Best,
TB

Tuesday, August 24, 2010

Having Knobs to Turn

Over at Bat in the Attic's blog he mentioned something I find interesting in an older post called: Other Knobs to Play With.

But there are other way to give your setting that lived in feel. One technique is before a campaign I make up a list of events. These events are not like a Dragonlance style railroad plot. Rather these events represent what going to happen if the players were not involved. To add the lived in feel add more events that are not part of any plot or ideas you have.
I think what might be beneficial for me to take from this, is to not stop the 'History' where the players begin play. But, rather, to push out further with 'what might happen' should they not begin adventuring. Then just modify it as they effect the potential time-line.  Subsequently adding 'what might be' to the history with new groups and campaign changes.

Adding this to "The Master Plan" could provide a myriad of adventuring hooks and opertunities...

Best, and may the future be yours to change!
TB