With how well the Antarctica Adventure Jam is going, now covering an appreciative fraction of the continent. I feel I am able to make a third region, and maybe a fourth as well if I still have the mojo to do so. Fleshing out a spur of the moment worldbuilding decision, as I rolled wererats in two sperate dungeons, but I wanted to do something different than the other lycanthropes I had described. I’m going to be taking on the suggestion of the Jam creator and keeping it nice and simple. Having learned that dense hex stocking is an enormous pain to do. Though luckily, I don’t have a time frame for this.
I again encounrage anyone who has any interest in OSR setting and adventure creation to have a look at the Antartica Adventure Jam. There is still swaths of space and the areas filled in could sustain years of games in and out of the dungeons.
https://itch.io/jam/antarctica-jam
And just look at this map of areas people have or claim they will fill out.
https://aaj-map.netlify.app/
The space I am going to be working on is going to be a colder and more geographically divided area. I hope to integrate more of the rest of the Antarctica Adventure Jam material into it. As when I started, there was only a few areas and a lot of supplementary material like the Antarctica Bestiary reflected only a few contributors. So, I ended up going into a small-scale adventure sandbox amid the strange and unknowable ruins of some ancient prehuman/advanced culture. When looking at the rest of the entries, they tend towards the Zothique and Dying Earth side of the spectrum. The ancient techno-fantasy world is still very much going on in its later years, with aliens and strange shrines abounding. I can chalk my little slice up to distance but that means the closer part requires a mixed approach.
On the technical side of things, the reduced number of sites to complete theoretically should make the process go faster. But I have other things on my plate and the Jam is over. Removing a lot of the tailwind that propelled me for the first region. But that means I need more content per site, more people, more treasure and more hooks to venture from one area to another. For this, I turn to OD&D, with its much larger wilderness encounter numbers and larger spreads of gold and magical items. This does then change the dynamic, where wilderness adventures get a whole lot more dangerous, so I will have to tweak the random encounter tables to compensate. Mixing B/X and OD&D to get that sweet spot of danger.
For posting my finished drafts. There really isn’t a lot of material, the same compared to the Lower Peninsula, but spread out further. A little over 80 hexes, which some people could breeze through in a matter of months and others keep playing in for years depending on how much effort they and their GM want to put in. So, I will probably do another round of 20 entries per post, for another month’s worth of content here. Plus, a final entry where I get to insert the extra material of a basic con-language I made up as I went along to keep people and settlement names consistent. And any monsters I create or reinterpreted along the way. This whole need for a third region coming about because I was trying to find a different angle for orcs than generic D&D, pig-men or Tolkien. Even if they play very little in the actual sandbox.
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