Your Overworld Is a Dungeon
What if we stole all the advice about building dungeons, and applied it to building our "overworld?"
From Final Fantasy X
Points and Terrain
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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.
When you have twenty points, plot them onto a 6-mile Hexmap.
Add rivers, roads, and trails connecting most of the points.
Draw 3-4 barriers: cliffs, coasts, briars, massive artificial walls, etc.
Fill in terrain as is fitting.
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
Create six encounters by pulling information from your points of interest.
Label them 1-6.
On an encounter, roll a d12, on 7+, roll on your favorite monster manual for the local environment.
Weather
Create a table of 6 weathers, and roll for the current weather when you start a campaign.
- Stormy, Cracking Thunder, Pouring Rain
- Cloudy, Windy, Fleeting Drizzle
- Overcast
- Sunny & Breezy
- Sunny & Calm
- Unseasonably warm.
The Event Dice
Rolled each day and night.
- Encounter
- Sign
- —
- Weather shifts down
- Reroll weather
- Weather shifts up
If weather goes off the table, bounce it one step back in instead, i.e. 0 becomes 2, 7 becomes 5.