I did something similar a while back. I started the adventure off in a small town and then started adding to the world around the town as the party started exploring and I had adventures to add. It worked out really well.I like what you're did.
Thanks for posting this. I'm curious does that map match your DM map hex for hex? I was planning on not giving hex map to players. For various reasons including my mythic wilderness is "non-euclidean". But, I'm worried it will be too much of a pain in the ass for non-cartography majors to draw anything close to useful.
@ NormanIt is reasonably close. The first map was what I provided at the very first session. It included what could discerned from the voyage to New Hareth and from standing on the city walls.I would guess that 90% of the hexes drawn after that are exact and the other 10% are just minor mistakes.
A very nice progression. It reminds me of a class project/game we played in 6th Grade where each class was given 4 moves a week and you were trying to explore and find lost cities. The teachers would draw the map on this big wall-sized graph from a master map.
That's really awesome. I was planning something similar for my Mythic GME/Risus Sandbox game but I only mapped about 4 hexes before finding a dungeon.
I'm okay with other approach, either hex-based or free-form. I like the free-form approach (for the players) but it makes sense for the DM to have a more accurate map!
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