I don't think a "map" is required per se, but I do like to have a skeleton of what I'm doing somewhat filled out...
This is my 'quick napkin' write up for my Shatteredlands world, I started with the Middle Kingdoms then spread out, making sure to include pockets of "contested areas" ripe for adventure:
Northlands - frigid forested lands, raiding parties of 'barbarians' and 'savages', "safely" across the Sea of Mist and Ice
NorthEast - Orc lands, semi-'civilized', other 'monster' races that fit Orcish rulership, often raid into the Middle Kingdoms and eastern barbarians
Middle Kingdoms - Lands of man and dwarves, mostly rolling hills, plains, forests, and river lands
Eastern Mountains - Separate the lands of the eastern 'barbarian' tribes from the Middle Kingdoms but not from the Southern Wastes or the Orc Lands
Southern Wastes - not actually "wastes", but very hazardous river lands, swamps, mountains, magical "fallout", filled with twisted humanoids and monstrous creatures, pretty much directly south of the Middle Kingdoms
Lost Lands of the South - Past the Southern Wastes lay the ports and lands of the Southern Kingdoms, once strongly allied to the Middle Kingdoms, now separated by the Wastes.
River Kingdoms - West-Southwest of the Middle Kingdoms, not part of them culturally, more 'small' folk and Elves than Men and Dwarves, mostly river lands, swamps, and lakes, interspersed with forested hill country (precious little flatland).
Spider Lands - West-Northwest of the Middle Kingdoms, mostly flatlands, some forests, hills and swamp areas. Ruled by the weird Pyramid Gods and their spider construct/servitors, worshiped by enslaved races. Directly bordered/at war with River Kingdoms and the Northlands.
The Great Western Divide - A mountain range so tall and wide they are all but impassable, valleys so steep and deep they are uncrossable, rumors of Ancient tunnels through long fallen to that which dwells in darkness.
Lost West - Kingdoms lost long ago when the world Shattered, the civilization of the Ancients fell, and the Great Divide separated the continent into west and east.
Contested lands: Area of thick swamps between the Middle Kingdoms and the Spider Lands, generally impassable to Spiders, mostly just 'watched' by MK (called the "Spider Swamps" by the locals despite rarely finding any of the Servitors there); small stretch of land between the Sea of Mist and Ice and the Eastern Mountains, passes back and forth between MK and Orcs (not many 'locals', it's a 'no man's land' at this point with MK and Orcs swapping outposts); The Delta Lords, these 'warlords' hold the area between the civilized forest cities of the Elves of the River Lands and the Middle Kingdoms, pirates who ply the lakes and riverways making trade and travel risky; The "Lost Lands", a stretch of old trade routes that runs through what is now the Southern Wastes, dotted with fallen fortresses and "Wizard Towers", site of the last battle of the Scarlet Wars.
Points of interest: Ancient Cities, sites once ruled by the Ancients, full of wonders from before The Fall and fierce warped monsters.
From that above I started 'drilling' down into the Middle Kingdoms, which got a name change, got some slightly more specific info - individual city-states getting as much write up as the whole areas above did, some history blurbs were written (the Scarlet Wars, The Shattering, etc), and then I decided to set the game in the Lost Lands as it just felt more "open to PC sandboxing" (and the Scarlet Wars
ended there so ripe for interesting things). So I 'detailed' several points of interest in the Lost Lands, about as much as the previous levels of details, just dialed in like so:
The Bandit King - This 'king' is one of the reasons trade is hard to re-establish despite the Great Road still existing, these bandits have taken and Ancient Wizard Tower, it is said the "Wizard" is mad and grants them great prowess in battle but demands sacrifices/slaves in return. Parked on the tallest point of land a great 'man-made' hill topped by the Iridescent Tower, overlooking Lake Spendid (where most of the local waterways through). The most well-maintained and largest of the Ancient Roads passes within easy raiding of the Bandit King's 'town', built on the hill's terraced slopes. Lake Splendid floods every winter.
The Warp - Site of the last battle of the Scarlet War, incredible magics rent the already thin fabric of reality here. Nature has not yet properly healed.
Great Road - One of the last remaining /complete/ roads of the Ancients, wide and protected, there are a few patches of roadway missing, rent by the Scarlet War and/or stolen by Something.
A couple of settlements barely hanging on, a trading post in trouble, a few other things dotted about, what the majority of creatures encoutnered would be, and presto, I'm ready to run. At this point I did make a quick map of the (newly named) Empire of Men (Dwarves, Humans, and Halflings are generally referred to as 'Men') and two rough maps of the Lost Lands, one Player facing and known to be error prone and one for me which was still largely blankish, I set the premise being the PCs are all pressed ganged by a "group of Nobles and Guild Leaders" eager to pacify the Lost Lands and re-establish contact with the kingdoms of the Lost Lands of the South... and left it to the Players to figure out how they wanted to go about that.
As needed I filled in more points of interest (towns, groups, individuals, etc), detailed my maps, the Players were in charge of their maps and let the game run.
But I run "by the seat of my pants" anyway, so working things out as I go is pretty easy for me.
quote:
For example, running into things that you would have known about because of their impact, before you actually generate them.
I don;t understand this. If I come up with something that could have had an impact, I'll also figure out why it did not, or that it did, it's impact simply hasn't been noticed or resolved yet. I mean, I'm the one figuring stuff out, it's not like I'm running a series of ill written and poorly thought out modules/adventure path with no time to read ahead.
GreenTongue:
I was thinking along the lines of "Source of the Nile" as a mapping method.
Starting at a coast and going up river but, even so, I'd think large settlements and mountains would be known in advanced.
Ah. If they could be seen (thus interact with even if only optically) they should be included immediately. If you're using a random generator, and aren't imaginative enough to figure out why the "mountain" wasn't seen sooner, then reroll.
Otherwise yes, the 'mountain' needs to be presented as soon as it's 'visible'.
It's one thing to handwave what possible shops and buildings are in a medium sized (or larger) town and fill them in as needed later (I know I do), but a small hammlet of 10 buildings? Get at least the most superficial answers down as the buildings appear in game.
This message was last edited by the user at 22:54, Sun 14 Nov 2021.