tag:blogger.com,1999:blog-3871409676946408069.post2626712152410856299..comments2023-10-14T03:58:59.333-06:00Comments on The Tao of D&D: Features & Food, Part IAlexis Smolenskhttp://www.blogger.com/profile/10539170107563075967noreply@blogger.comBlogger4125tag:blogger.com,1999:blog-3871409676946408069.post-10746753628772345992014-09-23T23:36:05.280-06:002014-09-23T23:36:05.280-06:00Reading this inspired an idea I had that you'v...Reading this inspired an idea I had that you've likely looked into but might be useful for determining the food resources of an area. The food resources are essentially based on the foliage type of the region correct?<br />So an easy conceptual tool to show the foliage would be in what stage of succession the ecosystem is in. <br />http://en.wikipedia.org/wiki/Ecological_succession<br />I've been coming to use ecological succession for my own work because of problems with traditional tabletop environment designation. An example would be that a marsh populated by mosses, ferns and herbaceous plants is a different marsh from the softwood tree dominated types I've seen in Louisiana or the hardwood dominated ones in south Georgia. A softwood forest is going to have a different kind of underbrush and generally rockier soil than a hardwood forest etc. A younger forest will have shorter and more thickly populated trees, making it a less suitable habitat for large game.<br /><br />History of human settlement can be implied through succession stage. A forest can be cleared to grassland for use in farming, heavy logging can turn an oak forest into a pine forest overtime etc. Even if the settlers are long gone, the environmental changes will stay.Oswaldhttps://www.blogger.com/profile/07001773664829033815noreply@blogger.comtag:blogger.com,1999:blog-3871409676946408069.post-25282288373874915642014-09-19T22:10:59.796-06:002014-09-19T22:10:59.796-06:00Hehe, the first one is open on my phone for when I...Hehe, the first one is open on my phone for when I have a spare moment to read.Timhttps://www.blogger.com/profile/03496502173819113887noreply@blogger.comtag:blogger.com,1999:blog-3871409676946408069.post-4108687378139221792014-09-19T19:14:55.940-06:002014-09-19T19:14:55.940-06:00That's how I do it.
Have you looked at my pos...That's how I do it.<br /><br />Have you looked at my posts under the heading <a href="http://tao-dnd.blogspot.ca/search/label/NTME" rel="nofollow">NTME</a>?<br />Alexis Smolenskhttps://www.blogger.com/profile/10539170107563075967noreply@blogger.comtag:blogger.com,1999:blog-3871409676946408069.post-31981266833835327102014-09-19T18:00:41.849-06:002014-09-19T18:00:41.849-06:00I've been generating my world's climate us...I've been generating my world's climate using the Koppen system as a starting point, while trying to ignore the giant debates between climate classification hobbyists about how well a system simulates X region or Y city (if you think people can't agree in D&D...)<br /><br />I've actually spent a fair amount of time considering using Civ, as you have done in various forms over the years, to simulate environments, although unfortunately it's not nearly as precise as differentiating meadows or forest types, and the elevation is fairly limited as well. I stole the tile yields from Civ5 to help alter how much a region produces (how does being on a 2 hammer hill differ from a 2 food grassland beside a river?) but that didn't really go anywhere. I may eventually use it, but first I'd need to figure out how to generate precipitation levels for various regions based on their latitude, nearby winds and elevation. I make it sound like it's hell but I get some twisted enjoyment out of it.<br /><br />But I suppose you just draw the line somewhere interesting and then come back later to tweak.Timhttps://www.blogger.com/profile/03496502173819113887noreply@blogger.com