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Ep 26: the black wyrm of Brandonsford
#7
I thought the topos/topography/topology discussion was really interesting. It made me want to spend more time figuring out specific techniques for de-abstracting maps -- how do you add to-scale detail in a way that is usable and readable?

When running a past OD&D campaign, I used a version of the Outdoor Survival map with pseudo-realistic hillshaded terrain. Being able to narrate very specific ridges and creeks and hills was pretty cool. But many feature of the map (PoIs, forests) we're still abstracted at the level of the 5-mile hex.

Similarly, I recently ran Tom Mecredy's D-Day WUTC hack "He Ain't Gonna Jump No More" and got a lot of mileage out of clipping real-world aerial photos of Normandy into the digital whiteboard we were using.
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RE: Ep 26: the black wyrm of Brandonsford - by Idraluna - Yesterday, 06:30 PM

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