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Part 8 • Core p198 • book p.198
3. Draw An Area Map
Now it's time to draw the area map. Some Game Masters prefer to draw maps freehand, while others like to use hex or graph paper; of course, programs are available to create maps on a computer as well. It is a good idea to provide a scale for the map, which can be whatever best fits the map and the area you want to depict. A scale of 18 miles per square or hex is a good choice for a large-scale map, as this is the distance that
a group of humans can cover in a day in clear terrain (see Wilderness Movement Rates), which makes it easy to determine travel times.
Rivers and coastline, hills and mountains, forests and plains must be clear on the map. All of these areas should have an appropriate climate: for example, the windward side of a mountain range will usually receive a great deal of rain, while the other side will be dry. You may choose to create an area with abnormal weather for its location, such as a sandy desert in the midst of a rain forest, but this should be unusual, a tip to observant players that strange magic is involved.
Go ahead and place any interesting sites such as towns, ruins, and significant monster lairs. Remember, in most cases your party of adventurers will need some base of operations, be it a city, town, village, or border fortress.