Hilander RPGs

Your Overworld Is a Dungeon

What if we stole all the advice about building dungeons, and applied it to building our "overworld?"

Spira, FFX

From Final Fantasy X

Points and Terrain

  1. Build a dungeon.

    A. Concept: As described

    B. Research: As described

    C. Stocking: Replace "Extra" with settlement and "Monster & Treasure" with dungeon.

    D. Then come back here to finish out. The checklist is also useful towards the end of the process.

  2. When you have twenty points, plot them onto a 6-mile Hexmap.

  3. Add rivers, roads, and trails connecting most of the points.

  4. Draw 3-4 barriers: cliffs, coasts, briars, massive artificial walls, etc.

  5. Fill in terrain as is fitting.

  6. Create a non-hex player-facing map, with "public information" visible. Generally this includes settlements, major routes and rivers, and at least 1 dungeon.

The Encounter Table

CACTAUR!

  1. Create six encounters by pulling information from your points of interest.

  2. Label them 1-6.

On an encounter, roll a d12, on 7+, roll on your favorite monster manual for the local environment.

Weather

storm cloud

Create a table of 6 weathers, and roll for the current weather when you start a campaign.

  1. Stormy, Cracking Thunder, Pouring Rain
  2. Cloudy, Windy, Fleeting Drizzle
  3. Overcast
  4. Sunny & Breezy
  5. Sunny & Calm
  6. Unseasonably warm.

The Event Dice

A stabbed d6 Rolled each day and night.

  1. Encounter
  2. Sign
  3. Weather shifts down
  4. Reroll weather
  5. Weather shifts up

If weather goes off the table, bounce it one step back in instead, i.e. 0 becomes 2, 7 becomes 5.

#Referee