Saturday, November 21, 2015

ACKS Blackmarsh (3), Map of Civilization

In a continuing series!

Last map, I think, and I subject you to another futzing around with a "style", something I do not have a lot of.

Previously, we'd settled out...the settled lands in Blackmarsh. Rather than huddle everyone up in the same highly concentrated hexes, I took a stab at spreading folk out a bit. And I didn't really check to see if there were any highly dangerous lairs where I put folk, so those people may be dead already.


So, Hex 1212, for example, following Dwimmermount's example, would have somewhere around (2d3*10)+590 families - the hexes with three people icons.

Two icons would represent (2d6*10)+205, and one icon is a borderlands hex at (2d4*10)+95 families. I chose poorly ending my average population numbers in "5"s.

Split hexes would have ~325 families of one vassalage, and ~325 families of the other.

If you ask about that in the halfling hex of 0510, split betwixt the Greenton and Strangeholm halflings,  you will waste 2d3 turns as whichever halfling you've asked the question of gives you a very very long story about his genealogy and exactly which great-great-great third cousin's on the paternal side once did someone a solid and that's why his family is part of the Greenton rather than those Strangeholms, not that they are not perfectly upstanding members of the community but they put a bit too much spice in their porridge if you know what I mean and I don't think you do, so let's talk about proper spice application in porridge, pies, and other very exciting foods and oh look a the time, it's elevensies, and you must come stop by as we've just harvested the pumpkins and there are quite a bit of pies to eat and travelers such as you must be famished having missed second breakfast as you folk tend to do, these are properly spiced with just a touch of cinnamon, not like the Strangeholms do it - have I ever told you about my great-great-great third cousin, on the paternal side?




Thursday, October 15, 2015

ACKS Blackmarsh (2)




So, continuing from before, from what was unexpectedly a popular post:


I ended up utilizing 896 of an available 500 hexes on the Blackmarsh map just tossing the "default" ACKS demographics at it, so let's adjust.

First off, when many folk imagine a D&D world, it's much more a medieval world than ACKS initially assumes; and populations are a lot denser as a result. Let's shoot high, for Medieval France,  and go with an average 650 families per hex:

RealmSettlementHexPopulation (Families)TypeWhole Realm SizeSubrealm SizeRemaining PopulationRealm Hexes @650/hex
BlackmarshCastle Blackmarsh9131294Small City6470033150100
Jorvik1316481Small Town24050
Blackmarsh Isle912100Village5000
Inuacus Keep111350Hamlet2500
OstrobardsMuncaester1305895Large Town447501155069
Wedmor1002255Large Village12750
Camden1302214Village 210700
Ethanfeld1506145Village7250
Wessex Keep160250Hamlet2500
Blackmarsh RangersBlackoak Castle407170Village8500245014
Ashdown608121Village6050
VasanCastle Taldene2505200Village10000-3500085
Daretop2704415Large Village20750
Gamla2508405Large Village20250
Ysby241180Small Village4000
Grand KingdomNorbury Castle1518120Village600010
Bolzak (D)Oldan Hold217342Large Village1710027
Greywood (E)Stardell Falls804503Small Town2515039
Newcombe (H)Greenton610642Large Town3210050
Strangeholms (H)Strangeholms409292Large Village1460023
Total Hexes417

So that's a bit better, but still a lot of people living on floats in the Smoking Bay.

Rob Conley himself posted on the humble blog here in the last installment, noting that dividing those populations by 4 would get one "family" numbers for ACKS purposes, which is more-or-less (less) the same as what ACKS does with 5 folks per family.

That multiplier drops Castle Blackmarsh down to a Large Village, Class V; in a realm of 12.5K-22.5K families, which certainly gets me some breathing room. I'd like to see what I can do to get there in a way that preserves Blackmarsh, at least, as a Class IV proper.

First, I'll divide populations by 2 (or 2.5 in the case of the non-seat settlements), dropping my hex size @650/hex to 202 hexes. Blackmarsh settles in as a Large Town, with Muncaester two families away from becoming a Small Town - it, Stardell Falls and Greenton are Large Villages.

That's better still, but almost half the map still.

Another great way to reduce populations is to modify settlement patterns. ACKS, pg 231 lists various column shifts one can do on the Villages, Towns, and Cities Placement table.

The one I want is "Centralized Settlement Pattern". Take your realm, and go down two lines to find a (larger) Largest Settlement. We're going to reverse that - we're taking our Largest Settlements, above, and going up two lines on the table to get our resultant realm size.

After running the settlement populations through Koewn's Frambunchious Population Remogrifier, I get realms that look like so:

RealmSettlementHexPopulation (Families)TypeWhole Realm SizeSubrealm SizeRemaining PopulationRealm Hexes @650/hex
BlackmarshCastle Blackmarsh913647Large Town11700600317
Jorvik1316193Village 24107
Blackmarsh Isle91240Hamlet460
Inuacus Keep111320Hamlet230
OstrobardsMuncaester1305448Large Village7226209211
Wedmor1002102Village2448
Camden130286Small Village1714
Ethanfeld150658Hamlet742
Wessex Keep160220Hamlet230
Blackmarsh RangersBlackoak Castle40785Small Village158810373
Ashdown60849Hamlet551
VasanCastle Taldene250580Small Village1060-599112
Daretop2704166Village 23684
Gamla2508162Village 23638
Ysby241132Hamlet318
Grand KingdomNorbury Castle151860Hamlet7712
Bolzak (D)Oldan Hold217171Village 235276
Greywood (E)Stardell Falls804252Large Village45707
Newcombe (H)Greenton610321Large Village55229
Strangeholms (H)Strangeholms409146Village31195
Total Hexes72


72 hexes seems manageable at a glance.

Note I got Blackmarsh down to a realm of 11.7K - very close to the range I wanted from dividing the initial population by 4.

Here's the "artsy" map I've been puttering with. I'm still trying to figure out hills, so there's 4+ styles there...and ...well, everything else, really. I like some of the mountains more than others. I need to differentiate the swamps a bit more, and the texture on the water is too large, and any number of other things...


Still deciding how to present the markup for the settled lands, next installment. Got to pace yourself when you don't have a lot of time to work on this stuff.


Sunday, September 13, 2015

ACKS Blackmarsh (1)


Did I mention I moved? My office is just now mostly back together, and I've turned on my computer for the first time since May. So I've ensconced myself in the warm glow of LCDs and I've done some fiddling with ACKS, which I haven't done for quite some time.


For various reasons I found myself looking back again at Rob Conley's Blackmarsh, a free and open little sandbox document.

Since I'm in a PbP game on Autarch's forums that's using it, I started to wonder what it would look like if the tenets of ACKS were applied to it.

I've had a Dwimmermount map project languishing unposted for quite some time - it may behoove me to jump back in with something a touch smaller to get myself restarted on that. Plus, Blackmarsh can merge with the Dwimmermount map on Blackmarsh's southern edge.

And, as the PbP game made me realize, DM's azoth and BM's viz may as well be the same thing, though I think you'd want to have DM's version be more 'pure' given the central themes of the place.


You know, before I get started, I should probably say something about the product itself.

Released in 2011, Blackmarsh is a small sandbox, 19 by 27 hexes, containing the titular swamp and a list of settlements, lairs, and ruins (about ~80). The town of "Castle Blackmarsh" is mapped and detailed. Ostensibly written for Delving Deeper, an excellent rework of the original game, it's compatible with anything marginally like D&D.

There's a wide variety of monster lairs, including must-have dragons, and the ever-present threat of an old evil 'probably' destroyed. The civilized races are presented from many different factions, 7 on the board in all.

Just enough detail is given for a Judge to springboard their own ideas - reading through this for the first time in several years, I'm finding myself wanting to grab a group and run it.

Actually - let me wind that back a bit. I came across Rob Conley's blog and Blackmarsh very early on when I was coming back to D&D, and I downloaded and read through it. At the time, I accepted it at essentially face value - a hexcrawl - and set it aside.

3 or so years later, having some hundreds of OSR and other blogs on my reading list, having read a wide range of thoughts, practices, and products, I come back to it today with a new appreciation for what Blackmarsh provides.


For what it's worth, this set of posts will be very much like a record of steps taken to reconcile a non-ACKS setting with ACKS rules.


So: let's list the settlements in Blackmarsh, their rulers, and likely allegiances:

HexSettlementPopulationBlackmarsh - RulerBlackmarsh, Alliance
217Oldan Hold342DF6Dwarf, Bolzak
407Blackoak Castle170EF4M6Blackmarsh Rangers
409Strangeholms292H0Halfling, Blackmarsh Rangers
608Ashdown121F6Blackmarsh Rangers
610Greenton642H0Newcombe Halflings
804Stardell Falls503EF4M8Elf, Seat
912Blackmarsh Isle100-Blackmarsh
913Castle Blackmarsh1294EF4/M2Blackmarsh, Seat
1002Wedmor255F5Ostrobard
1113Inuacus Keep50F10Blackmarsh
1302Camden214F8Ostrobard
1305Muncaester895F4Ostrobard, Seat
1307Naomi, Sorceress-M9-
1309Wizard of the Isle-M18-
1316Jorvik481F11Blackmarsh
1506Ethanfeld145F6Ostrobard
1518Norbury Castle120F9Grand Kingdom
1602Wessex Keep50F6Ostrobard/Muncaester
2411Ysby80F5Vasan
2505Castle Taldene200F9Vasan, Seat
2508Gamla405F12Vasan
2704Daretop415F8Vasan

A range of settlement sizes and alliances - by my reckoning, there's ~7 factions on the board - Dwarf, Blackmarsh Rangers, Halflings, Elves, Blackmarsh itself, Ostrobards, the Grand Kingdom, and the Vasan.

Hex 0912 is an unnamed island; settled by 100 men. I've deemed it Blackmarsh Isle, so I can use it as a settlement. I've listed the two named mages to keep track of them. I'm not yet sure how they're going to pan out - they obviously have some tower analogue, but no attached settlement or domain.

There's some argument to be made about the various relationships of Blackmarsh, the Rangers, and the Elves.  I expect the Rangers and Blackmarsh to be allied, if not quite vassaled. I also expect the Stardell elves aren't as nonplussed as they would seem with the whole Ranger/Blackmarsh idea.

Blackmarsh is extremely well set for 'overland' faction play, without it necessarily being lumbering empires clashing. That's great for ACKS - it's easy to see a group of players making their own mark on the map (or taking someone else's mark)

In converting this to ACKS, I'm making two assumptions for this first attempt:
  1. The population numbers given convert straight to families
  2. The hexes magically transmogrify to 6 mile hexes, rather than 5.
Let's see what that looks like, given the advice starting in ACKS pg229:

RealmSettlementHexPopulation (Families)TypeWhole Realm SizeSubrealm SizeRemaining PopulationRealm Hexes @300/hex
BlackmarshCastle Blackmarsh9131294Small City6470033150216
Jorvik1316481Small Town24050
Blackmarsh Isle912100Village5000
Inuacus Keep111350Hamlet2500
MuncaesterMuncaester1305895Large Town4475011550150
Wedmor1002255Large Village12750
Camden1302214Village 210700
Ethanfeld1506145Village7250
Wessex Keep160250Hamlet2500
Blackmarsh RangersBlackoak Castle407170Village8500245029
Ashdown608121Village6050
VasanCastle Taldene2505200Village10000-35000184
Daretop2704415Large Village20750
Gamla2508405Large Village20250
Ysby241180Small Village4000
Grand KingdomNorbury Castle1518120Village600020
Bolzak (D)Oldan Hold217342Large Village1710057
Greywood (E)Stardell Falls804503Small Town2515084
Newcombe (H)Greenton610642Large Town32100107
Strangeholms (H)Strangeholms409292Large Village1460049
Total Hexes896

So - first problem is we have used up 896 hexes...of 500 available. (Note Vasan looks weird - because it's 'seat' isn't the largest settlement in that realm - as supported by the text. We'll get to that later)

I've done a few conversions of materials over the past couple  years, (none of which I've bothered to finish up and post so far...) and this is a pretty common problem. There's never enough space on the map to support the realms attached to the urban populations listed, so it becomes a game of adjustments and refactoring to get into something that fits.

The "default world" of non-ACKS'd D&D, I've noticed, whether this Blackmarsh or Dwimmermount or any number of small publisher or WoTC products is one of folks packed up into urban settlements, who leave during the day to run the farms that apparently feed all those people. It feels like an odd reverse-suburbia sometimes when you're trying to backtrack from the settlement populations.

It's (hopefully) likely we'll be able to pop up the population density and do some adjustments to our urban demographics to shrink down the realms to a manageable size for the map.

Next post, probably, though don't hold your breath. Taking longer than I would have thought to fully get settled here, due in no small part to the fact the old house is still up for sale, and that puts a bite in the budget.