Welcome to the 25 Mile Hex!
The 25 Mile Hex is a fantasy role playing game blog concerned with custom campaign design and world building. The focus is primarily on the 4th edition of Dungeons and Dragons but material from older...
View ArticleDefining Goals for the DIY Game World
The RoadmapI've been in the process of using the excuse of 4e D&D to seriously revamp and retool my DIY campaign world and turning it from 20 years of notes and maps crammed in three ring binders,...
View ArticleWorld Building, Mapping and Population (Part One)
This first in a series of posts describing a simple system of determining the maximum population levels of large hex-based map areas inhabited by cultures with a High Middle Ages style technology and...
View ArticleWorld Building, Mapping and Population (Part Two)
Birthright Style Provinces...In the 2e AD&D Birthright campaign settling, political domains such as kingdoms and nations are subdivided into provinces. Birthright provinces are typically about 900...
View ArticleWorld Building: Politics and Macro-economics (Part 1)
The economy of the fantasy world in which my campaign is set consists of a network of interconnected economic forces: the feudal system, the guild controlled markets of the free cities, the economics...
View ArticleWorld Building: Politics and Macro-economics (Part 1.5)
Establishing the Gold StandardThe Tao of D&D author Alexis' posts on his extremely detailed economic system have been a large influence on my thinking for the economic system in my campaign. In his...
View ArticleI Attack Magic Missile With My Darkness
The forthcoming post on building economic systems is still in R&D mode but I decided not to let that stop me from posting about something which has recently raised a red flag for me.In the 4e rules...
View ArticleWorld Building: Macro-economics (Part 2)
(Updated)This post is a dump of fairly raw data on the amount of goods produced by a manor. This data is meant to be scaled up to the province level, not detailed down to Harn-like granularity. My long...
View ArticleThe Post In Which Guilds are Sundered in Twain
For the last few weeks I've been at an impasse as to how to proceed with highest levels of economic activity for my game world. My original idea was to create a plausible system of economics linking...
View ArticleOn the Use of Guild Marks as Sympathetic Fetishes
"In Ilova, the City of False Doors, it is the custom of the Honorable Fraternity of Bakers and Pâtissiers to brand freshly baked loaves of bread from their ovens on one end with the Sigil of the...
View ArticleResearch Material on Medieval Economies
Today I received three used books in the post purchased to help me research the ins and outs of medieval urban life:"The Commercial Revolution of the Middle Ages, 950-1350" by Robert S. Lopez."Medieval...
View ArticleProspecting for Metals
Access to rare metals could make or break the fortunes of a civilization. When PCs wish to secure a stronghold, it is natural they should seek out these resources. Propecting on their own holdings may...
View ArticleWorld Building: Tech Preview of Ubisoft's "From Dust"
This looks fun. Hope it comes with a "Print to giant hex map" button.This reminds me not to try to compete with video games when it comes to building and simulating worlds. While a lot of my posts here...
View ArticleHouse Rule: Rest and Recovery
The ease of a full recovery after just one extended rest (6 hours) is one of the most commonly criticized game mechanics of 4th edition. I feel it removes an important element of danger from the game...
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