How Big Should Your Open World Be, and How Empty Your Dungeons?

I got introduced to RPGs through the Elder Scrolls series before moving to tabletop roleplaying. While I loved the latter-engine games, from Skyrim’s icy tundras to Morrowind’s blighted wastes, no game in the series is as big as Daggerfall. The exact size is up for debate, but the procedurally generated wilderness is comparable to the area of Great Britain. Some 4,000 dungeons, thousands more towns, temples and farmhouses, and you can visit them all through seamless horse travel! Do you know what this means?

It means that the game is effectively a pointcrawl.

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Oh boy, I wonder what’s behind those trees?
I know! MORE TREES!

While it’s technically possible to travel all over the Iliac Bay on your horse (or, Divines forbid, on foot!) you’d certainly be bored to tears before getting anywhere. Realistic distances combined with ‘realistic’ travel speed means endless hours pressing the ‘W’ key.

That is why the intended way to play the game is to fast travel. Open your map, click on a destination, pay travel expenses and watch the days count down over a few seconds before you load in. Oh, and if you’re sick then you die on the way. Sucks to be you.

All that wilderness gets no interaction. Maybe you decide to try riding from one town to another for novelty one time, or you run away from the guards into the forest after you massacre the townsfolk and manage to get away, but then you just open your map and fast-travel to your next destination. In theory, you’ve got a truly massive open world dotted with adventure just waiting to be found. In practice, you’ve got a whole lot of distance between anything interesting which always gets skipped over. The wilderness could be a small area around each location plus a prompt to fast travel elsewhere, and you’d lose very little. It’s just too big.

So if you’re building an open world, how big should it really be?

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You describe Daggerfall’s and it’s honestly got me thinking about my current weird west campaign since it effectively takes place on it’s own plane of reality which is effectively infinite. Outside of the built up areas, it shakes out to be a point crawl since the only means of getting anywhere at a meaningful pace is either by train or Stage Coach.

In a similar vain, I’m doing some basic planning for an upcoming Pokémon campaign and I’m partially starching my head how big the region would be and overall distance between the major towns and cities. Arguably, I shouldn’t worry too much about it since there is a certain point they’ll negate the travel distance with different Pokémon.

I’ll have to take a deep dive on your article and dig through it.

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Huzzah for Daggerfall! I ADORE that game. To further your point, I believe it remains the LARGEST game map in history, second only to the culmination of Minecraft server maps put together. That title may have changed over the past couple years, but for a game made in the 90’s, that’s pretty impressive.

I definitely recall, as a 10-ish year old, setting a heavy screwdriver on the ‘W’ key of my keyboard and coming back every 10 minutes or so to see if my character was still alive and if they’ve reached their next destination.

To answer your question on “how big to make the open world”, I would say as big as it makes sense and no bigger. As a libra, I believe in balance, so I think you just do your best to walk the line between too much and too little, fine-tuning as you go, until it feels right.

But really, it’s about density right? That’s kind of what you’re getting at with Daggerfall. The abstracted “size” is not really important, although you may want to choose a size with relation to logical travel methods available to the PCs. The “size” of a map will be bigger for a party who sails on a spelljammer than the party who hoofs it everywhere.

The “density” of interesting things is really the “size” you’re after. In which case, how dense a map should be is matter of taste. Typically, the more options the better, as long as the quality doesn’t suffer from the quantity.

How many options do you like to present your players? Do you have a ton of ideas or just a few? How much time do you want to put into populating a map with things that aren’t just background scenery?

Do you like to imagine the PCs traveling for a half-hour to get to the next place of interest, or do you prefer to imagine them traveling days in between? Does your game system have rules for long trips? Do you think long trips are boring, or are they fun and interesting? If long trips are boring, smaller map is probably better, but if you like to engage with journey mechanics, you’re gonna want a less-dense map or else they won’t get used.

It might be worth noting the psychology of imagined spaces too. This relates to memory - if you create a lot of memories in span of time, that span of time will feel longer than an equal span of time where you create less memories. A dense map (albeit smaller in area) might feel bigger to the players because they are experiencing more and creating more memories, as opposed to a sparse but large map where not many memorable things are encountered in the miles and miles between locations. Sure, the player can “imagine” days and days passing, but it doesn’t actually feel like a long time because we glossed over it.

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Hi.

The top-end of the size of your adventure area doesn’t matter in the short-term; the start of the first adventure session. What matters is do you have the means to procedurally generate the wilds in between the points of interest?

A map of known locations, even only one: the start point, is all that is necessary to begin filling in the map as it is explored. However, if you have two or more points, A). and B)., then it becomes more important to know specifics. If A). is known to be an unknowably ancient tower, partly ruined, of an unnamed stone, and the surrounding terrain is the hilltop upon which it is perched, surrounded by a dense and shady forest of thorny brambles, and only from the sparse windows of the tower where the PCs begin play can one see out beyond the brambles, then only those specific locations one can see need be defined to any degree.

Let’s say that B). is an outcropping of rock from which what appears to be a waterfall cascades shimmering in the distance, and although no pool can be seen, around which what appear to be reeds and sedges, perhaps even bracken/ferns are clustered. If everything between the tower and this site is seemingly open grassland, then only incidental ground clutter and encounters need be determined if the PCs travel to B).

Now, let’'s say that a table in the tower which has a vague map painted on its surface. The table is too large to carry, and so the PCs must, at best, attempt to copy the details on their mapping supplies. What is the scale? No indication. Which direction is North? Not indicated. Yes, using the tower and taking the time to follow the course of the sun will show where sunset is, if this occurs here, but what does it mean in relation to North or South if this is a foreign world/planet? Without the ability to determine direction, those details become relatively unimportant and only reinforces the point-to-point travel in the short and immediately foreseable long-term future for the PCs. This gives you a lot of freedom in determining everything that may become important later.

Other locales, say, C). is a plume of smoke rising beyond the horizon which is defined by a continuation of the twisted and gnarly, lifeless bramble forest. This creates a terrain-type which has its own ecosystem (assuming this isn’t a fairytale world of absolutes) which will have sub-sets based upon the presence of water, cliffs, rifts, and all manner of terrain features now obscured from view by both distance and the intervening brambles. Et cetera.

It can be open and unknown to its native population, excepting those locations to which travel has been made somewhat reliable through the dangerous work of initial scouts, and then, trailblazers, and eventually traders, settlers, merchants, and support service industry folk (craftsfolk, labourers, specialists, etc.) D). is marked on the map as, ‘Pigiron’, and is depicted as being on or near a river or stream. E). lies in the opposite direction from both the plume of smoke and Pigiron, and is merely a note and a symbol on the map: ‘Dangerous ground’.

Constraining all initial input, let alone expectations, and channeling travel towards specific areas helps you as GM to pace your preparation schedule, while still allowing complete freedom for the players to explore. Philosophical questions of Player Agency in the form of, ‘Meaningful Choice’, in light of a procedurally generated terrain exploration seem unhelpful to me: no one knows anything for themselves until they experience it, and no amount of outside information can be relied upon to deliver experiential truth: ‘There is a place called Paris, it is beautiful at night.’ OK, but until one sees Paris, etc. for oneself, Paris not only doesn’t exist, but its meaning to the individual cannot exist, That’s a lot like a procedurally generated exploration experience for imaginary people moving from point to point in an imaginary world.

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I’d say that the size of your open world should depend on the PCs’ rates of travel, and the time they have to travel without interruption. I’m all in favor of settings that get developed through use, but there is nothing wrong with detailing all the contents of a map for thousands of miles around–except that players will experience only a tiny percentage of it, if you are lucky.

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