Could have used an editing pass for clarity, precision, brevity.
When the document said it was about non-hexcrawl maps, I was expecting pointcrawl / pathcrawl, or pure maps, but what we get instead are totally-scale-free "areas" which are a little more divorced from actual concerns of time and distance than I'm keen to play with.
Uses a settled lands / wilderness dichotomy; I personally find the civilised / borderlands / wilderness three-stage division works well for world-building even if it's not quite as apparent in play.
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