Re: Scanning the maps from Dragon Pass and Nomad Gods

From: Joerg Baumgartner <joe_at_UH7VhDxW4fej65kLFoASaYCrRE2_9lvI5AELKaif8PcE3Edfdh9vpn4txLcoYPNHHU-x2i3j>
Date: Tue, 14 Aug 2007 12:22:18 +0200 (CEST)


Alison Place

> I mentioned this potential opportunity to Ian, and
> he pointed out something that should probably be
> mentioned. The boardgame map (which I have in front
> of me just now) was rather like a subway map. It's
> distorted for readability and to make the movements
> along roads and rivers more compatible with the
> superimposed grid.

Sort of: basically, it is a raster grid with very few points defining the surrounding (hex) area. A subway map is a topological map, showing sequences and intersections, but not locations. This shows a very rough location, i.e. is an object closer to hex center 24/17 or 24/18 (which are 4-6 miles or so apart).

River and road information basically tells us which neighboring hex is connected by river or road.

Some generalisation (collective and displaced dsiplay of objects in a the map) can be expected from about any map.

Mikko quoting Alison

>> ...but it is not a true map of Dragon Pass, as
>> such.  The prototype without hexes would fall in the
>> same category.

> I disagree a great deal Alison. It's most definitely a true map. It's
> not an areal photograph, but it's still an incredibly accurate map by
> the standards of any period before the 1900's.

I think you are underestimating the accuracy of chart and map makers since the Portuguese expedition programs in the 15th century.

> It's attractive and colourful, and helps one see the relative
> boundaries and areas of various political entities of the Dragon Pass
> area.

The map has other uses, too. One hex equals roughly one tula in Sartar, the area which feeds about 500-1000 people. While actual clan distribution may be very differently shaped, this map gives a rough idea about census, agricultural production etc.

Not to mention military movement...

What I like best about the map are the inked rolling hill and mountain structures indicating roughness of terrain (though not height above sea level). The worst omission of the map is the absence of the Dragonspine (which, if present, also would make the entire game absolutely different).            

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