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	<title>Comments on: Grand Experiments: West Marches (part 2), Sharing Info</title>
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	<link>http://arsludi.lamemage.com/index.php/79/grand-experiments-west-marches-part-2-sharing-info/</link>
	<description>art of the game, roleplaying game theory from the brain of ben robbins</description>
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		<title>By: Links of the Week: September 26, 2011 &#124; KJD-IMC - KJDavies &#34;In My Campaign&#34; Articles</title>
		<link>http://arsludi.lamemage.com/index.php/79/grand-experiments-west-marches-part-2-sharing-info/comment-page-1/#comment-20551</link>
		<dc:creator>Links of the Week: September 26, 2011 &#124; KJD-IMC - KJDavies &#34;In My Campaign&#34; Articles</dc:creator>
		<pubDate>Sat, 15 Oct 2011 08:12:34 +0000</pubDate>
		<guid isPermaLink="false">http://arsludi.lamemage.com/index.php/79/grand-experiments-west-marches-part-2-sharing-info/#comment-20551</guid>
		<description>[...] http://arsludi.lamemage.com/index.php/79/grand-experiments-west-marches-part-2-sharing-info/ [...]</description>
		<content:encoded><![CDATA[<p>[...] <a href="http://arsludi.lamemage.com/index.php/79/grand-experiments-west-marches-part-2-sharing-info/" rel="nofollow">http://arsludi.lamemage.com/index.php/79/grand-experiments-west-marches-part-2-sharing-info/</a> [...]</p>
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		<title>By: Eric</title>
		<link>http://arsludi.lamemage.com/index.php/79/grand-experiments-west-marches-part-2-sharing-info/comment-page-1/#comment-19339</link>
		<dc:creator>Eric</dc:creator>
		<pubDate>Thu, 24 Jun 2010 02:40:24 +0000</pubDate>
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		<description>This looks really cool. I might want to try something like this with gurps.</description>
		<content:encoded><![CDATA[<p>This looks really cool. I might want to try something like this with gurps.</p>
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		<title>By: Two Sessions In &#171;</title>
		<link>http://arsludi.lamemage.com/index.php/79/grand-experiments-west-marches-part-2-sharing-info/comment-page-1/#comment-15924</link>
		<dc:creator>Two Sessions In &#171;</dc:creator>
		<pubDate>Fri, 04 Sep 2009 13:23:38 +0000</pubDate>
		<guid isPermaLink="false">http://arsludi.lamemage.com/index.php/79/grand-experiments-west-marches-part-2-sharing-info/#comment-15924</guid>
		<description>[...] I decided to use the treasure map approach Ben talked about in his blog and even directly stole the table map idea directly from the West Marches, with hopes to emulate the various PCs adding to it as time [...]</description>
		<content:encoded><![CDATA[<p>[...] I decided to use the treasure map approach Ben talked about in his blog and even directly stole the table map idea directly from the West Marches, with hopes to emulate the various PCs adding to it as time [...]</p>
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		<title>By: ben robbins</title>
		<link>http://arsludi.lamemage.com/index.php/79/grand-experiments-west-marches-part-2-sharing-info/comment-page-1/#comment-12327</link>
		<dc:creator>ben robbins</dc:creator>
		<pubDate>Fri, 05 Sep 2008 19:31:18 +0000</pubDate>
		<guid isPermaLink="false">http://arsludi.lamemage.com/index.php/79/grand-experiments-west-marches-part-2-sharing-info/#comment-12327</guid>
		<description>@ jeff faller

&lt;p class=&quot;ars-commentquote&quot;&gt;Did you have a 5 mi / hex (old JG scale) map and utilize a lot of &quot;random&quot; encounters w/in the hex to determine exactly &quot;where&quot; the characters were on the map?&lt;/p&gt;

No hexes, no squares -- just an open terrain map where I drew vectors to keep track of where the party was.

When you use hexes you create the illusion that once the explorers see that a hex contains &quot;forest&quot; you have explored the whole hex. Convenient in games that want to speed up exploration, but the opposite of what you want in a West Marches game.

&lt;p class=&quot;ars-commentquote&quot;&gt;OR did the players give you more &quot;direction&quot; than that? Something akin to: We head to this point on the map and walk north west for two hours...or until we hit a definitive terrain feature and then we turn due west for three hours... So on and so forth. Which would seem to necessitate a fairly granular DM&#039;s map.&lt;/p&gt;

They never knew exactly where they were unless they hit a landmark, but they got very good at figuring their general location based on the marching decisions they made. The map was constantly being refined and corrected as each group passed through areas again.

If they said &quot;we head to this point on the map&quot; I would say &quot;that doesn&#039;t mean anything to me, here&#039;s what you see right now, describe where you are going&quot; and they would say &quot;march southwest into the woods for three miles, looking for a big tree&quot; and then we&#039;d check Wilderness Lore to see if they went anywhere close to where they intended. If I described a ridge they saw and they would point at their map and say &quot;hey, we must be here&quot; I would shrug and neither confirm nor deny.

I answered questions about what they could see but not meta information about where they were (unless it was exceedingly obvious).</description>
		<content:encoded><![CDATA[<p>@ jeff faller</p>
<p class="ars-commentquote">Did you have a 5 mi / hex (old JG scale) map and utilize a lot of &#8220;random&#8221; encounters w/in the hex to determine exactly &#8220;where&#8221; the characters were on the map?</p>
<p>No hexes, no squares &#8212; just an open terrain map where I drew vectors to keep track of where the party was.</p>
<p>When you use hexes you create the illusion that once the explorers see that a hex contains &#8220;forest&#8221; you have explored the whole hex. Convenient in games that want to speed up exploration, but the opposite of what you want in a West Marches game.</p>
<p class="ars-commentquote">OR did the players give you more &#8220;direction&#8221; than that? Something akin to: We head to this point on the map and walk north west for two hours&#8230;or until we hit a definitive terrain feature and then we turn due west for three hours&#8230; So on and so forth. Which would seem to necessitate a fairly granular DM&#8217;s map.</p>
<p>They never knew exactly where they were unless they hit a landmark, but they got very good at figuring their general location based on the marching decisions they made. The map was constantly being refined and corrected as each group passed through areas again.</p>
<p>If they said &#8220;we head to this point on the map&#8221; I would say &#8220;that doesn&#8217;t mean anything to me, here&#8217;s what you see right now, describe where you are going&#8221; and they would say &#8220;march southwest into the woods for three miles, looking for a big tree&#8221; and then we&#8217;d check Wilderness Lore to see if they went anywhere close to where they intended. If I described a ridge they saw and they would point at their map and say &#8220;hey, we must be here&#8221; I would shrug and neither confirm nor deny.</p>
<p>I answered questions about what they could see but not meta information about where they were (unless it was exceedingly obvious).</p>
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		<title>By: jeff faller</title>
		<link>http://arsludi.lamemage.com/index.php/79/grand-experiments-west-marches-part-2-sharing-info/comment-page-1/#comment-12324</link>
		<dc:creator>jeff faller</dc:creator>
		<pubDate>Thu, 04 Sep 2008 15:59:02 +0000</pubDate>
		<guid isPermaLink="false">http://arsludi.lamemage.com/index.php/79/grand-experiments-west-marches-part-2-sharing-info/#comment-12324</guid>
		<description>Hey Ben,

Quick question, when your players were adventuring, at what scale did you run your (DM&#039;s) map? In other words, how detailed did you get? Did you have a 5 mi / hex (old JG scale) map and utilize a lot of &quot;random&quot; encounters w/in the hex to determine exactly &quot;where&quot; the characters were on the map? I&#039;m imagining (possibly incorrectly here) that you ran at a pretty fine scale...so that players were able to make sense of their own map.

Example: &quot;After coming off a gentle ridge in the Welkin Woods you stumble across the remains of an ancient, crumbling well...&quot;

If the hex is larger (5 mi) then how do you determine if they actually have stumbled across a specific feature?

Oh and also, if you&#039;ve got the energy or the time would it be possible to get a small excerpt of how you managed the &quot;adventuring&quot; through the wilderness portions? Was it as simple as:
Players: We head due west, into the Welkin Woods...
DM: (rolls some dice for random determination) You walk over the gently undulating terrain, under the canopy of the ancient pines of the Welkin Woods for roughly two days and stumble across an obviously very old stone bridge...in the middle of nowhere.

All this could be pulled off w/ that 5 mi. hex I would think.

OR did the players give you more &quot;direction&quot; than that? Something akin to: We head to this point on the map and walk north west for two hours...or until we hit a definitive terrain feature and then we turn due west for three hours... So on and so forth. Which would seem to necessitate a fairly granular DM&#039;s map.

Hope I&#039;m making at least a little sense here.

This is some of the coolest gaming stuff I&#039;ve ever seen Ben. I just wish that I had the time and players to run such a thing. I&#039;m planning on running a bastardized version though...So any information I can get on the &quot;how&quot; is always illuminating.

Kudos</description>
		<content:encoded><![CDATA[<p>Hey Ben,</p>
<p>Quick question, when your players were adventuring, at what scale did you run your (DM&#8217;s) map? In other words, how detailed did you get? Did you have a 5 mi / hex (old JG scale) map and utilize a lot of &#8220;random&#8221; encounters w/in the hex to determine exactly &#8220;where&#8221; the characters were on the map? I&#8217;m imagining (possibly incorrectly here) that you ran at a pretty fine scale&#8230;so that players were able to make sense of their own map.</p>
<p>Example: &#8220;After coming off a gentle ridge in the Welkin Woods you stumble across the remains of an ancient, crumbling well&#8230;&#8221;</p>
<p>If the hex is larger (5 mi) then how do you determine if they actually have stumbled across a specific feature?</p>
<p>Oh and also, if you&#8217;ve got the energy or the time would it be possible to get a small excerpt of how you managed the &#8220;adventuring&#8221; through the wilderness portions? Was it as simple as:<br />
Players: We head due west, into the Welkin Woods&#8230;<br />
DM: (rolls some dice for random determination) You walk over the gently undulating terrain, under the canopy of the ancient pines of the Welkin Woods for roughly two days and stumble across an obviously very old stone bridge&#8230;in the middle of nowhere.</p>
<p>All this could be pulled off w/ that 5 mi. hex I would think.</p>
<p>OR did the players give you more &#8220;direction&#8221; than that? Something akin to: We head to this point on the map and walk north west for two hours&#8230;or until we hit a definitive terrain feature and then we turn due west for three hours&#8230; So on and so forth. Which would seem to necessitate a fairly granular DM&#8217;s map.</p>
<p>Hope I&#8217;m making at least a little sense here.</p>
<p>This is some of the coolest gaming stuff I&#8217;ve ever seen Ben. I just wish that I had the time and players to run such a thing. I&#8217;m planning on running a bastardized version though&#8230;So any information I can get on the &#8220;how&#8221; is always illuminating.</p>
<p>Kudos</p>
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		<title>By: &#187; Campaign/Adventure Prep: 4th Edition Treasure Hunters!</title>
		<link>http://arsludi.lamemage.com/index.php/79/grand-experiments-west-marches-part-2-sharing-info/comment-page-1/#comment-12320</link>
		<dc:creator>&#187; Campaign/Adventure Prep: 4th Edition Treasure Hunters!</dc:creator>
		<pubDate>Mon, 01 Sep 2008 13:48:15 +0000</pubDate>
		<guid isPermaLink="false">http://arsludi.lamemage.com/index.php/79/grand-experiments-west-marches-part-2-sharing-info/#comment-12320</guid>
		<description>[...] I&#8217;m stealing the West Marches concept of the build-as-you-play Table Map. [...]</description>
		<content:encoded><![CDATA[<p>[...] I&#8217;m stealing the West Marches concept of the build-as-you-play Table Map. [...]</p>
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		<title>By: ben robbins</title>
		<link>http://arsludi.lamemage.com/index.php/79/grand-experiments-west-marches-part-2-sharing-info/comment-page-1/#comment-10428</link>
		<dc:creator>ben robbins</dc:creator>
		<pubDate>Tue, 13 May 2008 03:05:35 +0000</pubDate>
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		<description>&lt;i&gt;&quot;Please tell me you’ve got a scan of the map!&quot;&lt;/i&gt;

You mean the Frankenstein player table-map? Of course!

But like I said in another comment, the surface details of the game is not what makes it interesting. I could go on all day about the topography of the Goblin&#039;s Teeth / Cradle Wood / Battle Moors zone, but it wouldn&#039;t sound any different than anyone else&#039;s game.

The procedure was the thing: the process in-play and the dynamic between the players and GM.</description>
		<content:encoded><![CDATA[<p><i>&#8220;Please tell me you’ve got a scan of the map!&#8221;</i></p>
<p>You mean the Frankenstein player table-map? Of course!</p>
<p>But like I said in another comment, the surface details of the game is not what makes it interesting. I could go on all day about the topography of the Goblin&#8217;s Teeth / Cradle Wood / Battle Moors zone, but it wouldn&#8217;t sound any different than anyone else&#8217;s game.</p>
<p>The procedure was the thing: the process in-play and the dynamic between the players and GM.</p>
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		<title>By: tony dowler</title>
		<link>http://arsludi.lamemage.com/index.php/79/grand-experiments-west-marches-part-2-sharing-info/comment-page-1/#comment-10364</link>
		<dc:creator>tony dowler</dc:creator>
		<pubDate>Thu, 08 May 2008 05:36:32 +0000</pubDate>
		<guid isPermaLink="false">http://arsludi.lamemage.com/index.php/79/grand-experiments-west-marches-part-2-sharing-info/#comment-10364</guid>
		<description>Please tell me you&#039;ve got a scan of the map!</description>
		<content:encoded><![CDATA[<p>Please tell me you&#8217;ve got a scan of the map!</p>
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		<title>By: Joetown</title>
		<link>http://arsludi.lamemage.com/index.php/79/grand-experiments-west-marches-part-2-sharing-info/comment-page-1/#comment-5888</link>
		<dc:creator>Joetown</dc:creator>
		<pubDate>Fri, 07 Dec 2007 19:21:54 +0000</pubDate>
		<guid isPermaLink="false">http://arsludi.lamemage.com/index.php/79/grand-experiments-west-marches-part-2-sharing-info/#comment-5888</guid>
		<description>So far this is a really cool concept! One way my campaign shares information is we formed a facebook group, and people posted threads about additional actions or details during their anonymous hiking day with one random encounter. Writing little short stories (if you have the kind of group that digs that) has really made the campaign richer. There could also maybe be a local Bard NPC at the tavern that always wants to hear stories and retell them for the patrons of the bar. You could allow the different players to write those Bardic narratives, sharing info that way.</description>
		<content:encoded><![CDATA[<p>So far this is a really cool concept! One way my campaign shares information is we formed a facebook group, and people posted threads about additional actions or details during their anonymous hiking day with one random encounter. Writing little short stories (if you have the kind of group that digs that) has really made the campaign richer. There could also maybe be a local Bard NPC at the tavern that always wants to hear stories and retell them for the patrons of the bar. You could allow the different players to write those Bardic narratives, sharing info that way.</p>
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		<title>By: Stephen</title>
		<link>http://arsludi.lamemage.com/index.php/79/grand-experiments-west-marches-part-2-sharing-info/comment-page-1/#comment-4255</link>
		<dc:creator>Stephen</dc:creator>
		<pubDate>Thu, 25 Oct 2007 15:21:35 +0000</pubDate>
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		<description>Great posts.  This sounds like something I want to try - keep &#039;em coming!</description>
		<content:encoded><![CDATA[<p>Great posts.  This sounds like something I want to try &#8211; keep &#8216;em coming!</p>
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