Showing posts with label OSR. Show all posts
Showing posts with label OSR. Show all posts

Tuesday, February 9, 2016

Class Archetypes and the Sub-Games

Very quickly- I have mentioned last week that D&D is divided into a number of sub-games. And thinking further I would wager that the most famous and effective classes are those that dominate one of these sub-games.

Obviously the Fighting-ManPerson or some variation of it dominates the combat sub-game. Magic-User (or variation thereof dominates the Magic sub-game. The Thief and variations dominate the dungeon exploration sub-game. The ranger would be the logical next for the wilderness exploration sub-game with a possibility of the Druid.

Though there are sub-games for air or sea travel and combat these seem to be rare edge cases that would be filled by very specialized Ranger or Fighter offshoots that few would play unless the campaign centered on it. The Cleric is binary here- depending on edition and build the Cleric is a master or all or none with a default to magical healing. Which highlights the problems of the class in my opinion. But also stands him up as a counterpoint to the Magic-User and the Fighter.

It seems that this would lead t the idea that what classes you have in your game are dependent on if you want an adventuring archetype to dominate a particular sub-game, or do you want that shared? Classes that share archetypes would be interesting. Again a Ranger with a more limited combat ability compared to the Fighter seems like it would be the poster boy for this approach. Also there is the idea of building out the base archetypes to share in the sub-games the other classes dominate.

It seems the Thief was an interesting design accident that could be used as an example for the future game development. What seems to have happened in a subconscious collective sort of way was that players understood that there was a sub-game of dungeon exploration that The Cleric, Fighter, and Magic-User while dominating their own parts of the game were not masters of. Ergo the Thief develops. It seems it would come back to essential spotlight time. Is it shared or not?

Sunday, February 7, 2016

Discrete Worlds II or The Tipping 'Scales' of the Game

Ladies and Gentlemen: The Tessellated Point Crawl...
When you look at the primordial history of the game Dungeons & Dragons you see that there is a clear trend to build on it with games that already exist. The obvious example here is "Outdoor Survival" as the rules for overland travel. But when you look at it there were many more - "Braunstein" and "Chainmail," "Don't Give Up the Ship," just to name a few. This makes sense when you think about it - if you need a system to model something, it is more expedient to find one that models that something than spend time crunching the numbers and building a system from whole cloth. And so what you get as time and printing runs distill the systems is really a game of games.

When you study the Hebrew/Christian scriptures in Comparative Religions 101 you quickly discover what the western world calls "The Bible" is really not a book, but rather a library of separate books just printed in one volume. It contains poetry, history, law, letters of instruction, letters of prophecy, history of law, etc. It is a book of books. And I use this to belabor the point above - When you ask someone to read "The Bible" you are really asking them to read many different books. And when you ask someone to play D&D, you are asking them to really play many different games.

While using multiple games tears down barriers in design it may build up barriers to entry. As the modern game stands in the "OSR" or in the "managed properties" you often have a "game" for creating characters, a separate "game" for exploring dungeons, a "game" for wilderness travel -which may include other "games," and a "game" for combat. What I am doing here is taking the "_______ system" of any role playing game and identifying it as a separate "game." Because really it is. The d20 grappling process is a prime example. And each "game" is complicated by the fact that some things in one "game" have to seamlessly work with the other "games" if they affect things in the other "games."

Where do we go from here? Let's talk about scale next. Each "game" operates on some sense of space/time scale which defines its granularity. In modern "managed properties" the space/time scale for combat is 5ft/6s. The OSR seems to hang around the 10ft/10sec paradigm. Combat is easy to keep discrete. Travel on the other hand, to name an example, quickly stops being discrete in some sort of geometric progression related to how far you travel. That's because you might not take the same route back and more "Cartesian" space needs definition the further you go afield.

Multiple games indicate the possibility of multiple scales which introduces complexity as the abilities of the characters have to be able to operate at all scales. A lot of this complexity is part of the assumption of RPGs and because it exists as the way things have always been done, it does not get noticed as a stumbling block to play and entry into the game.

Some might not see this as a problem. Which is fine - the Game - big 'G' - gets along in this way pretty well, and I don't want to discount that. And the first reaction I have is to try to see if there is a way to set up a resolution framework that is "retargetable." That is a framework that can be applied to anything to provide for procedural or dramatic resolution. And what this would do is reduce the number of games you need to learn to one which can be applied to different tasks and time scales and moving around point crawls. At first it sounds like a good idea.

The genesis for this comes from two places- first there was a post from 2010 on a stack exchange board that made the suggestion of 3 round combats using intent for each side and resolving those intents. Each round the sides that were successful in their intents scored points and the ultimate resolution was in favor of the side that scored the most over the three rounds. Then there was part 3, 4 and 5 of Justin Alexander's The Art of Rulings found here, here, and here. and this bit by The Angry DM.

All combined it gave me the idea of a "number of rounds" framework that would allow you to resolve any action with scale and time being applied as needed, but only requiring the players to use one set of steps to resolve their intents. This would be another step, along with the point crawl on making the world more discrete.

The issue with something like this is that it can threaten to make the game bland. You keep moving through the same seven steps, no matter what. Essentially you are taking a suggestion about the procedure for combat and mapping it to the rest of the game. This leads to issues. And its really not what Justin Alexander was talking about in the first place- no matter what madness I am inspired to when I read his posts. He is talking about presentation and response when a game has a particular arbitrator "resolution conventions which GMs habitually fall into."

The real solution is actually hiding in the set design and point crawls mentioned earlier.

Monday, December 21, 2015

Discrete Worlds or Why the 6-Mile Hex Can't Save You

Image result for 6n graphWow, Feb 2013. It has been a while. I hope people are still listening. What have I been up to? Largely revising my gaming Magnum Opus, ad infinitum it seems. Life stuff. I am a very very busy person. But enough of that. This blog has never been about whats going on in my life and keeping it “professional” is how it is going to stay.

I have been thinking about a lot of things gamey and mathematical. Like I usually do. One of the big things I have been doing with the math is putting thought into why time, distance and light are concepts that are difficult to track in the context of even the most basic form of the game and grow to near impossible when presented with “the rest of the world.” Or, to be more sussinct: why am I playing this game if its always going to get caught up in minutia?

The best way I can describe this is with the dungeon corridor. Imagine a corridor in an anomalous subsurface environment aka a dungeon. The corridor is 50 feet long and ten feet wide with a door at each end. Now either one of two things is true- either there is something special about the hall, like a trap, a clue in the dungeon dressing on the walls - something that makes the hallway important; or the hallway can be represented as a line on the paper. Its a conduit from “area 1” to “area 2.” If it is important the hallway is really just a 10ft by 50ft room.

And there lies the rub - characters are discrete. Whereas much of the made up world they inhabit is not.

What is discrete? In math discrete numbers whose values have a clear demarcation from one another. Integers. Character stats are probably the best example here. You have a strength of 17 or 18. There is no 17.234534 strength characters. And most things about a character are described in discrete terms. Probably the one thing that approaches being continuous (the opposite of discrete) is the character’s wealth, but only when the currency is decimalized.

The “world” has discrete elements but more often is interacted with and operates in a continuous way. Lets go back to our corridor - often when it just needs to be a line on a sheet of paper it is still handled  in a continuous “object” that is it is given space on the map, but not given a description, and thus becomes dead space that must be “exercised” through - it has to be explored without payoff - it is simply a passage that only matches the description of the default dungeon features at best.

And that is the ultimate conclusion: The world must be rendered in a discrete format.
And its corollary is also true: The hex (6-mile or otherwise) is simply the DM’s survey grid used to measure distance when setting up a point crawl.

Got ahead of myself here. Because see, Chris at Hill Cantons and C at Hack and Slash have done a lot of legwork on how to bring adventure worlds into the discrete. Point crawls and set design go a long way here. Read up on what these gents have to say.

And that leads us to the design part here- people don’t think of the world in a continuous way. Its all discrete. Think about how you move around your town or travel to other places. You think in lines and destinations and landmarks. Think about how you keep track of where things are - your mind is built for chunking - In your room is a dresser, and in the dresser are drawers, and in each drawer is some set of clothes or other thing.

Almost all travel is along some predefined line, be it a road, trail, path, ridge, river, hallway, etc. The added benefit of the point crawl, the set design and random tables is things become easier to handle. They are written out the way that you think about them, and you can make the world just big enough to build illusion that there is stuff over the horizon.

The byproduct of all this is that it opens up player agency which leads to easier play: You already know what lies down that road the players just took without warning and as a result adventures happen without heavy handed "design" but as a byproduct of action and interaction.

Thursday, February 28, 2013

Clerical Issues

Real quick: JB over at B/X Blackrazor has been talking a bit about clerics. Mainly its about how they really don't work given the source material that D&D draws on, and how the game might work better if they were removed. Delta figured this out way back in 2008. And his reasoning was my main inspiration for banning the cleric in my own OD&D house rules.

Its odd that we both were thinking about cleric banning at the same time. I was revisiting my decision to answer the question of "what 5 things would you change in D&D if you could only change 5?" I have said before that we live close enough to each other that we are drinking the same water.

The really interesting thing here is that JB is coming very close to the same line of conclusions as Delta but I am pretty sure he is completely unaware of Delta's work and reasoning. Maybe not. But including this blogger, that makes three guys in the OSR that have outright removed clerics from the game. Which makes me think we are on to something here. Both these guys make the points for me so I won't put them up here. Check out the posts linked above and draw your own conclusion. For me, I think the Thief has more right to be in the game than the Cleric. So I think we should kill the cleric. And take his stuff. Delta chose to just nix the cleric spells all together. I chose to give them to the magic-user since he was now going to be pulling insane priest duty for the foreseeable future.

What I realized reading JB and rereading Delta was that my solution for what to do with turning made sense but was inelegant. I gave everyone the ability to turn. It made sense, if you thought about it. Turning is based on vampire lore and more specifically Van Helsing's use of a cross in Dracula. Note however that Van Helsing is not a priest. He is not ordained. He has a sum total of 0 supernatural power. So in my book that means that everyone can turn. The mistake I made was that I gave everyone access to the chart. What a mess.

First off the turning mechanic is really clunky and a little fiddly to apply. This obviously varies with edition, but you catch my drift. Secondly applying it to everyone made it even more clunky in that you had to figure out how to determine at what power level the characters turned undead. Work. Work. Work.

Here it is: If you must be rid of that meddlesome priest, make vampires superstitious.
Holy symbols of any faith keep Vampires (and only Vampires) at bay. Anyone can hold up (or wear while facing) any symbol of a god and the vampire won't touch them. However the symbols are directional. So while Count Dracula in front of you is held at bay his minion vampire behind you is not.
This way you get the ability exhibited in the source material but you don't have to worry about clunky mechanics. What about the other undead? There is no pre-D&D precedent of priests holding other undead at bay, and undead are meant to be feared. Turning is really powerful and thus it is like healing: it is something a party can't go without if it is available in the game. Take out turning and the fear of undead returns.

Wednesday, January 30, 2013

Mountains and Mole-Hills

I am going to try to get this one out really fast. Limited time here. Rob over at Bat in the Attic posted some long distance sighting rules. They are a great set of rules. The real genius behind them is the kind of linear rock paper scissors thing he has going on with the mountains, hills and plains with an assumed height for generic mountains and hills.

I wanted to offer a correction. The heights and distances presented are off by an order of magnitude for the mountains and in my opinion a little short for hills. If you go on the idea that the average height of a notable mountain peak is around 10,000ft (great peaks like Mt Ranier, and others land between 10k and 20k with legendary peaks like Everest and Denali topping out in the upper 20k's), and the United States and England both draw the "official" this is now a mountain line at 990ft and 2000ft respectively you see what I mean. You can see mountains from quite a distance on a clear day - getting into the 100's of miles.

So lets turn this into game stuff:
I have been thinking about mountains a bit in my game design efforts when it comes to travel and sighting. So this info is stored in my trivia banks an easily ready.  Humans start to experience altitude sickness at about 8000ft. Tree-line fluctuates around this depending on latitude an atmospheric conditions generally we could say that 7500ft is a good round ball park number. So I would assume that given navigating mountainous terrain is essentially a matter of finding your way through spurs, around mountains, along rivers and over saddles (the low arts between peaks) casual travelers will be at about 5000ft if they are in a mountain hex. 
Hills are a crazy beast. No one really knows when a hill starts being a mountain. There are all sorts of ways that use height to slope and distance around base. I like hills ending at 1000ft for game purposes. It allows us to say that most mountains are an order of magnitude higher than most hills. Just like when traveling through mountains, in hills you aim for the low areas rather than follow the ridge lines and go from peak to peak. So we can ballpark the height for casual travelers in hills at about 500ft. If you decide that hills go to 2000ft then you will obviously use 1000ft as the casual height.
I work on the 6mi per hex scale. So the hexes here are going to reflect that in my calculations.
Rob's note of about an hour to find a good sighting place is pretty accurate with my own hiking experience in hill like areas, but I would stretch this to 2 hours in mountains. On open area I would reduce it to 30 minutes and for swamps I would say you can only ever see into the next hex. If they want to strike out to tree line throw in an additional hour.  Breaking tree line is handy and generally offers wide unobstructed views. The same is true for peaks and I would say that gaining a summit allows you to see over the next 2 mountain hexes in mountains or hills.
Another point of note: Broken or overcast clouds are totally going to ruin your view from a mountain, but generally not hills.
If the mission of the party is to map large amounts of area they very well might want to climb the highest mountain. At this point they are climbing a specific mountain and are out of the scope and intent of this rules exercise.
Time Needed: Mountains: 2 hours (3 hours for tree line; 4 hours for peak)
Hills: 1 hour (2 hours for peak)
All other: 30 Minutes
Distance Sighted Over Lower Terrains: (counting for refraction: d~= 1.32 * Sqrt(h) where d is in miles and h in ft.)
Random Peak (10000ft): 22 hexes
Tree Line (often 7500ft): 19 hexes (may be high enough for altitude sickness, referees call)
Mountains (5000ft): 15 hexes
Hilltop(2000ft): 10 hexes
Hills/Hilltop(1000ft): 7 hexes
Hills(500ft): 5 hexes
Distance Sighted to Equal or Higher Terrain:
Mountains to Mountains: 1 hex
Mountain Peak to Mountains: 2 hexes
Hills to Mountains: 1 hex
Hills to Hills: 1 hex
Hilltop to Hills: 2 hexes

Notes:
Broken or overcast clouds block mountain views to 1 hex, and may do the same for hill views.
The distance sighted over lower terrains is also the maximum distance that such a particular elevation can be seen. So a mountain can be seen fairly certainly 15 hexes away- but the foothills 10 hexes away won't be discerable (or only just so)  but any foot hills 5 hexes away would be visible but would block the view of those between 5 hexes and 15 hexes away.

Sunday, January 27, 2013

A Book of Wands

http://www.dvdizzy.com/images/sword3.jpg
Recently there has been some talk about wands.
Timrod over at Unfrozen Caveman Die-Chucker fired the first salvo sometime going into the holiday season with Degrading Wands. Its a good idea that follows one of my game simplification axioms (reduce book keeping) to go against one of my others (reduce die rolling). The comments are good as Brendan and 1d30 offer up some cool alternatives that work if you are alright with adding more rolls to your game.

Speaking of Brendan the keeper of Untimately- He entered the mix with his post entitled Basic Wands just a bit ago. His post is full of pretty cool ideas. Initially I didn't think I would go with the elemental thing- then he cites a darn good post by Delta, but the target rolls a save to avoid 1d6 damage is complete gold. It gives MU's some kick in a fight. Somewhere the complexity gets out of hand but that's okay as you can pick and choose what you like here.

Next up was the first "unification post" by C over at Hack & Slash. Lots of good ideas there. Some decent stuff in the comments. The fact that he missed Timrod's post is pretty much the reason this post exists.

Now class, turn in your copy of Playing at the World to pages 198 and 199 for a description of the source material for wands and staffs from sources in Appendix N. The most interesting thing here is how Sword and Sorcery literature in specific and Fantasy literature in general does not really distinguish between a wand and a staff. They are simply sticks; with sticks being a requirement for working any magic.

This is something I would use as part of the argument that magic items should not be classed by form, but rather by function (a.k.a. the hat/cloak of invisibility problem from 3e). That is a history and argument for another time. 

Since ideas are free here are some more ideas about wands from our labs here in the steam tunnels:
  • Wands permit a MU to cast the last spell cast using the wand indefinitely.
  • Wands permit the magic user to cast any spell memorized without burning a slot.
  • Wands associated with a spell (like a wand of fireballs) can be used by any magic user that has learned that spell, and the magic user does not have to have memorized the spell.

Sunday, June 10, 2012

A Sudden and Unexpected Endgame

Recently I have been reading The Hobbit.  The situation of this reading is causing me to look at each sentence, and what is really said.  I am constantly amazed at how much I forget and how much I miss.  It is a dense book.

What occurred to me is how a large hoard like the one Smaug sits on is seriously a game changer.  Most referees would rule that even after you discover one; or kill or remove the guardian of a hoard you have to get it back to home base before you collect the experience.  Now, what happens if you turn the dungeon that you are in into home base? This is pretty much what happens with the lonely mountain.  Thorin and Company don't have to transport the treasure anywhere once the battle of the five armies is over, and given the description of Thorin and the other dwarves as they join that battle, it seems like they have leveled up a bit as their eyes are glowing red!  

The thought here is that it no matter what the circumstance, the endgame can show up quite suddenly as dice are involved and players are clever.  Wise use of a hoard might be what allows a party to truly convert a dungeon into a legitimate home base.  Interestingly a megadungeon that can never be settled helps to prevent this.  And while something is statistically unlikely, it does not mean that it can't happen ever, or that it can't happen many times in a row.  A party could get lucky for example and find a +3 Sword in their possession after a lucky lucky victory.  How you handle that may determine what kind of DM you are.

Sunday, February 12, 2012

Here's What Happened - Part 1: New Ways to Play

D&D is pretty hard to classify. Even experts on D&D can often disagree on exactly what it is. This makes it something that is very difficult to study. As James at Grognardia and the so called OSR at large has demonstrated much of the study of the game comes through examination of rules changes and additions through its history, with very little examination of actual play. Observing actual play of D&D is a lot like studying sub-atomic particles- it takes a lot of resources to find a game that can be observed and when observed you may not see what you are looking for or not know what sort of environment you will find when you do observe. And does observing the game change it? Possibly.

So a while ago James asked “What Happened?” The question he is asking here is: Why did D&D go from a game sold in the mainstream to a game that was not? In 1983 D&D was available in grocery store toy/game aisles, department stores, and books stores. By 1985 it was pretty much only available in book stores or specialty shops (comic/game stores). I posted in the comments for the post at Grognardia that there is not a single factor that was a “smoking gun” but rather several things working in concert. In addition all these things and how they combined were obscured by the "satanic panic" of the time. The panic obscured what was going on not because it killed the sales but because of the opposite: it blew them through the roof. This record level of sales due to hype obscured the impact that business and design decisions had on game sales. The degree of the success of the game based on its own marketing and its own quality was forever obscured. Even after the smoke cleared, it was impossible to say why after the panic sales were trending downward when before they had been on a healthy trend upwards.

We can’t know for certain what happened. However there are some places we can look that might allow us to figure out why D&D came out in a decline on the other side of the panic. There are two industries that happened concurrently with the development of RPGs, and it can be surmised that all three are something that occurs as a society computerizes. Both of these other industries share two key socio-economic traits with RPGs. One is that both were connected with a social fad and another is that both had steady economic growth to a peak and then a long decline after a fad phase. The first is interactive fiction which is almost as old as D&D itself and walks hand in hand with D&D and RPGs in general and always has. It breaks into two branches- the text and the electronic. The other was “arcade video games” which were not as influenced by content and concept but do share a similar fad and economic pattern.

Interactive fiction started with computers. “The Colossal Cave Adventure” was developed in tandem with the march of computerization and the appearance of D&D. It was expanded upon and also called “Adventure.” It was followed by “Dungeon” an early version of “Zork.” These games emulated the exploratory sandbox and puzzle aspects found in D&D. “Colossal Cave Adventure” was developed between 1975 and 1976 and improved upon in 1977 and had many variants. “Zork” was developed between 1977 and 1979, with the “Dungeon” variant appearing in 1977. While the text based variation on interactive fiction known as “Choose Your Own Adventure” did have its start as an idea around 1970, it did not find a publisher until 1975, and did not break into the critical success it had until 1979. All of these things are happening at the same time that D&D and RPGs are ascendant but before the advent of the panic.

The arcade video game industry developed largely independent of D&D. In all its faddishness it shares two traits with electronic interactive fiction and “Choose Your Own Adventure.” Additionally these two traits are shared by Dungeons and Dragons. These two traits I believe are the key to why all of these pastimes experienced a slow decline and their connection to Dungeons and Dragons will become readily apparent as we examine what happened to interactive fiction.

Friday, January 20, 2012

The 1e Re-release is a Census

News that the 5th edition is in the pipe has arrived. On its heels is the news that Wizards of the Coast is releasing 1e with original interior art and new covers in a special direct to game store printing with a charitable donation to the EGG memorial fund for each copy bought.

There can be no doubt that this is absolutely directed at the OSR. Here are the reasons why:

1. There is a huge connection between the OSR and the GGMF. A quick surf around the OSR blogs will show that the GGMF is the generally the favored charity of the OSR. This can be seen in the 2011 GenCon announcement for the GGMF:
The Gygax Memorial Fund will be hanging out at the Old School Renaissance Group, booth 1541 in the exhibit hall. Gail Gygax, Gary's widow, will be there, and she will also be presenting the 2011 ENnie Awards on Friday night.

2. The sale of these things is being listed as a hobby channel exclusive.
Given this I am led to think they are tracking these sales with care. Number sold will not be simply the number sold into distribution, but the number sold to each game store.

3. Given that there is a donation attached to the sale it behooves Wizards to track sales more carefully.

4. The audience are people who would buy a 1e book. This indicates that it is someone who probably is not into the latest iteration of the game or at least would enjoy an older version of it.

5. The audience are people that actually keep up with what Wizards does, but still don't keep up with the current iteration of the game or at least enjoy an older version of it.

6. The audience is made up of people who want to patronize games stores.

I would wager this fits 90% of the OSR population.

For a long time we have had the ear of The Mearls, and at least the attention of Monte Cook. However we have not had the attention of sales and marketing. I think that this is an attempt to measure the probable size of the OSR. Its a census. The designers and developers will respect us because (generally) the OSR is kinda fun. But sales and marketing are only going to respect hard numbers that without a doubt translate to sales. The nature of this release is one that can be written off as a charity if it turns out that we are 1000 dudes with really loud keyboards. But if sales indicate that this segment is in the 10s of thousands, Wizards is going to rethink some things, I guarantee it.

I think we might be a whole lot bigger than we think we are, both in voice and in number.

Sunday, September 4, 2011

How Much Adventure in One 6 Mile Hex?

So last weekend wandering around PAX the one thing I would get excited about if I had the time would probably have been Elder Scrolls V. In my opinion the Elder Scrolls Series is the heir to whatever crown Ultima wore. Technologically it picked up where Ultima Underworld, UWII and Ultima's V, VI, and VII left off - with Ultima V being the Empire Strikes Back or the series (more on this later).

But this is not a review per se of Skyrim. Rather in reading and hearing about it I was struck with an interesting piece of info: The region of Skyrim is roughly the same size as the region covered in Oblivion, which is around 16 square miles in area. Really? 16 square miles is 4 miles on each side. My 6mi hexagon obsessed brain immediately replies: "You realise that's all on one hex." The game is supposed to be epic -and from what I can tell it is- but, the fact that the whole thing would fit in a single hex boggles my mind. So I went and got a map of Cyrodiil the land covered in Oblivion I saw once in my internet wanderings just to see how much adventure (by location) you could cram into less than 1 6mi hex. The map is below, and it is too small to see here, so I suggest looking at it here.

Places designated as cities on this map are actually more like citadels and walled towns- you can actually see their wall outline from the map. And a study of medieval settlement patterns indicates that the distances and frequencies of these in relation to each other is entirely believable. Counting each city area as a single location this map displays 89 caves, 50 forts, 15 Shrines, 16 Inns and Stables, 23 mines, 30 settlements, 31 camps, 12 cities/castles/walled towns, and 50 ruins for a total of 316 or more distinct locations. Granted many of these locations stack into way to lend verisimilitude to a quarter of a square mile. If you start walking and walk for 4 miles in the game it will take you about the same time as if you walked 4 miles in real life. Ad to it all that this is the area surrounding a major city. Also there is a representational telescopeing -a sort of illusion that tricks the video game player into feeling like there is a cast of thousands when there really is just several hundred- but my point is that when played the area seems realistic in the frequency of encounters and the amount of travel someone needs to do in an adventure.

My own stocking of a six mile hex pales in comparison. Granted I don't have buckets of money from a major video game studio and a team of people designing adventure locations- however the OPD contests and similar collaborative efforts in the OSR, not to mention the wealth of relocatable locations published in the tabletop gaming sphere (Dyson Logos alone give you a lot of maps) put similar levels of detail in the grasp of pretty much any DM.

Looking at things like google or bing mapping programs really shows how you could have several adventure locations in just one 5 or 6 mile hex and it be completely believable. This stats me wondering about the implications of a sandbox- perhaps the 1 mile hex might be more conductive. Additionally if a DM wanted to link several worlds in a setting that crosses time and space perhaps all they need do is detail the 6 mile hex around the entry point to that world. The complication arrives when the entry and exit are not in the same place. Certainly information like this makes me rethink the range that adventure needs to be epic and yet still a sandbox.