General Discussion

The1True

My my my, we just loooove to hear ourselves don't we?
The hex pieces and everything were way too gamified. It's hard to imagine it as an accurate predicter of real world events.
 

Beoric

8, 8, I forget what is for
From what I gather from when I used to follow MilTwitter, I think they really build wargames that way for scenario simulation. With custom rules depending on the variable and equipment.

I noticed a notation on the hexes which showed when it was easier to move from one hex to another. Like the lines on the hex edges denoting which beaches were possible to land on. I like that, I'm going to adopt it as a slower-than-a-road-but-faster-than-most-cross-country notation.
 

Beoric

8, 8, I forget what is for
A random thought I had, for making modules that can easily be dropped into a campaign. Make your area map no larger than 24 miles across - that is, no larger than the size of a single "large" hex, using the smallest scale in common use. And don't imply that there is unusual terrain extending beyond the boundaries of the map.

I say this because of how difficult I find it to integrate area maps into my campaign, where the area map takes several hexes, and I have to find a location with (for example) mountains on two sides, and large forests on the other two sides, without redrawing my campaign map.

Bryce talks a lot about usability at the table, but I have more trouble with usability in the campaign. For this quality, I think the old TSR modules are generally superior to OSR efforts. I can drop Hommlet into most of the nations in my campaign world - pretty much anywhere I want to start a campaign. I really struggle to find a home for most OSR efforts, although @Malrex's modules are often an exception).
 
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