2097 wrote: ↑
Sat May 19, 2018 9:09 pm
I'm sorry writermonk our group is a bit nerdy
Nah, that's cool.
Ages back, I ran a Tal game for 2 of my friends in college (aside: we had this thing called Interim, which was the month of January. You basically took one class for the whole month to 'broaden your horizons' but really everyone took something semi easy or related to their major). Anyways, one Interim, they wanted a break from their normal game and I ran Tal. One picked a Mandalan Mystic-Warrior and the other picked a Kang Warrior. We played maybe 3 or 4 nights a week for 4 to 6 hours a night.
After the first week, the two were working together against the Quan. By the mid of the second week, both players were skipping lunch (they had a morning class, I had an afternoon one) to spend time in the library. By the end of the second week, they'd each put in more hours in the library and with history professors than for their own Interim classes, researching guerrilla warfare and various small fights for independence (including the Viet Nam war). By the middle of the third week, the game had suddenly shifted to this detailed rebellion, establishing hidden underground tunnels running through the southern Quan into the Chana jungles, with sponsored bands of rebels and guerrillas striking against hard Quan targets (including Kang outposts).
So yeah, I get nerdy groups.
And yeah, I like my Tal to be HUGE and spread out. Of course, I also tend to have groups with windships or other means of travel (picaresque stories, ftw!) Mainly because I like to shove in a variety of lost ruins and ancient empires and all that jazz. Too, scattered small settlements, bands of sub-men (or even half-men from back in 1st/2nd ed).
Also, that 1500 mile measurement would be for the widest point of the Volcanic Hills. There's also a fabled route through the Hills, and a much narrower crossing (the Bridge at Hadran) that leads into the Quan Empire over a huge ravine.
But! The point isn't to make the map 10x as big; the point is to find a size of the map that works for the stories you want to tell and the games you want to play. And you have to keep it internally consistent, too (don't want to change it in the middle of a game if there's already certain assumptions made about the size). Since I tend to play games where the players are traveling, traveling fast, and going from place to place, I like the extra distance because it gives me room to fit my stories in. If, in contrast, your group is on foot and dealing with things on a day by day, mile(s) by mile(s) basis, that leads to a different kind of story with perhaps a more compact map.
One of the things about Tal is that part of the design aesthetic is to leave a fair bit open for GMs and groups to fill in their own blanks. There are mysteries, some of them are answered, but some of them are open to be discovered. For the old Tal map, that did not include scale, but for TSL the scale of the map is part of the mystery (for good or ill).