For links to all instalments in this series, go here . For the fourth instalment is yet another iconic map piece - Faerun. I've gone for the 3rd edition one as that is probably the most widespread one out there and also (imo), the best. Ed greenwood does a lot of the same things right as Gygax did with his Flanaess map. He understands that placement of seas as separators; points that cultures congregate around; and routes that open up and connects different adventuring areas really makes a difference to a good map. He nails it with the Sea of Fallen Stars and the multitude of bays, lakes and reaches that feed into it. One boat can set sail in the sea of salt in Mulhorand in the deep south and meet up in the Sea of Fallen Stars with a vessel that started from the tortured lands near the great glacier, passing through Damara, Vaasa and Impiltur before entering the sea proper. Great stuff. What is really striking about this map is the scale of it. It feels larger than th
For links to all instalments in this series, go here. Second instalment in the series gives a strong showing with another iconic example - The Flanaess as depicted in the World of Greyhawk Folio from 1980: First Impressions: It is with a certain amount of awe that I delicately unfold my original Darlene maps from the Greyhawk folio - Still in top notch shape after 35 years thanks to the sturdy paper the folio edition were printed on. From a gamer's perspective, you can't ask for more - They are huge, sturdy enough to take to the table and have a lot going on. Not as beautiful and flavourful as Middle Earth, but still a work of art. And hex-mapped. All awesome. Further Thoughts: The Flanaess is to me the gold standard of how to draw up a setting map. No borders are drawn and none are needed. The geography naturally points out how regions are shaped and interact with each other. You can learn a lot about the Flanaess just from this map: The Sheldomar Valley countri
For links to all instalments in this series, go here . Next up is another map many will know but few have praised - The map of Ansalon from the 2nd edition Dragonlance boxed set "Tales of the Lance". First Impressions: My initial impression is not as favourable as the preceeding ones, but there are still some interesting things going on here: The gulf of the new sea tells a story about how kingdoms shape up in central ansalon. Southern Ergoth looks like a kickass island of adventure. And I want to know more about that southwestern strip of the mainland bordering Southern Ergoth. I'd also like to know more about those island kingdoms up in the northeast corner. And what's going on around the Bay of Balifor? Besides that, the north and south just sort of... end, with wastelands at each end (plains of dust/Icewall, Northern Wastes/Nordmaar). The bloodsea puts a downer on what could have been an eastern Ansalon full of vitality. And the centre of the mainland
When I first learned of Five Torches Deep, it was seeing their kickstarter launch just as I was preparing to release Into the Unknown and I was wondering just how much overlap there was going to be between this 'O5R' game and my own. After reading Robot Goblin's comparative review of both systems, I decided to pick up the pdf and do a review of it myself. I will of course be comparing it to Into the Unknown as well, but will leave that for a follow-up post. Without further ado, let's go: tl;dr - a "whitebox" style adaption of 5e. Even slimmer than whitebox, it is missing essential parts for running a full game, but wins out with superb layout and usability at the game table. Presentation & First Impressions: Five Torches Deep (hereafter 5TD) is a 5e-inspired OSR system in a mere 49 pages. Despite its short page count, it doesn't skimp on rich full color art, makes generous use of whitespace, has large fonts and a dedication to smal
It's time for the.... Battle of the 05R games! Into the Unknown squares up against Five Torches Deep and we take a look at how these two games differ and what they have in common. Introductory remarks: As I summarised in the review post on 5TD , If Into the Unknown is a 5e adaptation that seeks to emulate the "non-advanced" B/X style of play, then 5TD is the 5e equivalent of S&W Whitebox, an even lighter retroclone than the famously brief B/X. This difference is evident in word count. Into the Unknown clocks in at 133,000 words (B/X had 113,000). Significantly less than the 'Advanced' version of 5e it compares itself to (the 5e PHB & DMG together clock in at 410,000 words, add in the Monster Manual and it probably comes to around 600,000 words). Meanwhile 5TD has a mere 18,000 words (whitebox, for comparison, has 33,000). So what do you get for the difference here? The most obvious are number of monsters and spells. 5TD has a on
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