![]() This format is designed to make it easy to referee players as they explore the world. They are listed alphabetically in that map’s chapter. Geographical features are composed of multiple hexes and are labeled directly on the map. This helps keep the map uncluttered and easy to read. This system of using hex numbers allows a referee to quickly find the locales on the map and what is near a location. In this case, you will need to count the hexes. Sometimes the hex number will not be clear because of the terrain in the hex. For example, 0211 means that it is in the " 02" column (the 2 nd column of the map) and is 11 hexes down. The hex numbers are given in a four-digit format ( 1213, 0114, etc). The Hex MapĪ grid of hexes, arranged in columns, make up the map. In addition, geographical entities, organizations, and realms that span multiple hexes are described as well. Most locales are meant to serve as a springboard for the referee to create his own details. Locales are described briefly in a paragraph or two. It is organized as a numbered hex grid with locales keyed to specific hexes. It takes place amid a wilderness full of danger and the possibility of great treasure. Blackmarsh is not meant to define the limits of older editions, but rather their possibilities, to show referees a way of organizing their own campaigns and finally as a source of inspiration.īlackmarsh was designed to evoke the earliest campaigns of the world’s most popular roleplaying game. As the referee gains experience, he can later expand into the surrounding wilderness, fleshing out the campaign setting with as much detail as he wishes.Īs good as that advice is, it would help to have examples of what a fleshed out campaign would look like. Many have given the advice to start out small, to detail a town or village near a dungeon as the initial focus of the campaign. But first time referees are often daunted not only by the effort needed to master the game rules, but also having to create a campaign setting. The limits of roleplaying games are only bound by the collective imagination of the referee and his players. Yet few roleplaying games included a fully useable campaign setting with their rules. In all the years since, the campaign has been the centerpiece. From the experience gained with these campaigns, the first roleplaying game was written. Slightly later, Gary Gygax created Greyhawk. One could say it preceded the RPG itself, as Dave Arneson adapted the ideas of Major David Wesely’s Braustein game for his Blackmoor campaign. Introduction to BlackmarshĪt the dawn of roleplaying, the campaign and its setting were already established. The following content was contributed by Rob Conley of Bat in the Attic Games.
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