Preparing the Battlefield

Many narrative games have a predecided layout. If they do not, then it is highly recommended to use this method of random terrain placement.

Board Segments

Divide the battlefield into 2' by 2' segments. Each of the players should then make a rough diagram of those segments. Secretly note a number between 0 and 4 in each segment, with your own table half being at the bottom of the paper. The more scenery you want in a segment, the higher than number you should write. Once the diagrams are complete, compare with opponent's paper (remembering that each is showing the opposite layout) and take an average of the values written. For each segment, roll 1d6:

Roll Effect
1-2 Deduct 0.5 and round down to the nearest whole number.
3-4 Round down to the nearest whole number.
5-6 Add 0.5 and round down to the nearest whole number.

This modified number is the number of terrain features in that segment.

Random Terrain Creation

Take 1D100 and a series of pieces of scrap paper. Roll 1d100, and record the corrosponding piece of terrain on the scrap paper, then place the scrap paper in the corrosponding segment of the board. Repeat with a fresh piece of paper for every piece of terrain desired.

Roll Terrain
01-17 A hill with an area of 36", no more than 12" in any dimesnion.
18-22 A steep-sided hill with an area of 36", no more than 12" in any dimension.
23-25 12" of ditch in three 4" sections.
26-37 12" of hedge in three 4" sections.
38-44 12" of wall in three 4" sections.
45-64 A wood or orchard with an area of 36", no more than 12" in any one dimension.
65-67 An area of debris (difficult ground) 36" in area, no more than 12" in any one dimension.
68-70 An area of ruins (difficult ground with hard cover) 36" in area, with no more than 12" in any one dimension.
71-72 A small building with a garden enclosed by a hedge, 36" in area, no more than 8" in any one dimension.
73-74 A small building with a garden enclosed by a wall, 36" in area, no more than 8" in any one dimension.
75-77 Three small buildings arranged within a 12" by 12" area.
78-79 A small farmyard comprising of a main building and two small buildings or sheds, all contained within a wall, arranged within a 12" by 12" area.
80-81 An inn and stable in a walled courtyard, arranged within a 12" by 12" area.
82-84 An uncrossable, roughly circular pond with a diametre no more than 6".
85-89 A section of river.
90-93 A roughly circular bog (difficult ground, can be used to extinguish fires) with a diamtere no more than 6".
94-96 An area of earthworks or farmland, represented by 24" of earthern ramparts in 4" sections, equivalent in all manners to walls. These may be positioned in any manner within an 8" by 8" area.
97-00 A graveyard or other form of burial ground. The area covered should be no more than 36", and no more than 8" in any one dimension.

Placing Scenery

Scenery is placed in turns, with the first player to place scenery having rolled highest on 1D6. The player removes one of the scenery chits and places a piece of equivalent terrain anywhere within the segment drawn out. River chits may not be used until all other scenery has been placed.

Placing Rivers

Rivers are placed such that they flow from a table edge to either a table edge, or an adjoining segment of the table that contains an unused River chit. Other than that, the river may flow however the placing player desires, within reason. It may include twists and turns, but these should never have a curving radius under 3" or ultimately turn tighter than 90 degrees. Should a river chit be left effectively stranded as the placed river does not enter its segment, it may either form a seperate river, become a tributary that flows into the prior established river, or be simply removed. If a segment has two rivers, then two rivers are placed, forming a central island.

The width of a river should be determined randomly wherever possible by rolling 1d3, with the result being its width in inches. If the river has a tributary, then the tributary must be smaller than the river it joins. If the river splits around an island, than the combined width of the split rivers should be no more than 1.5 times the width of the river once rejoined. If a river is one inch wide or less, then it is a stream, which may be crossed without a bridge. Larger rivers may only be crossed at fording points or bridges.

Once a river has been determined, a single ford or bridge must be placed at some point along its length, preferably placed impartially. A secondary ford or bridge may be placed by up to both players within their half of the table, though they must roll a four or higher on 1d6 to do so. When placing a ford or bridge, roll 1d6 - on 3 or lower, it is a ford, and if a 4 or higher, it is a bridge.

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