Monday, February 3, 2025

The Perils of Verisimilitude

Twilight: 2000, especially in its current Free League version, is very much a game of hexcrawling. The characters spend a great deal of time traveling across the war-torn Poland of an alternate year 2000, trying to survive, avoid Warsaw Pact forces, and, with luck, find their way back to friendly territory. The map above – apologies for its small size – is from the Foundry virtual tabletop we use to play the game. Its hexes are all 10 kilometers across for ease of calculating overland movement. Even at this size, you can see that the map is very stylized, focusing only on very large terrain features, like cities, forests, rivers, roads, etc.

For the most part, this isn't a problem. Despite its subject matter, Free League's Twilight: 2000 doesn't get bogged down in minutiae, preferring instead to keep things relatively streamlined. Thus, the degree of resolution in its travel maps is low. High-level features are visible, while more localized ones don't make an appearance at all. For example, the roads on the map are all (mostly) major highways. They're obviously not the only roads in Poland, but the maps don't bother with showing backroads. Putting details like that on the map would only make them harder to read, so they're left to the referee to include as he sees fit.

The situation is made a little more complicated by several other factors, though. Remember that the original Twilight: 2000 was published in 1984 by an American game company. Its knowledge of the geography of Communist Poland was probably not wholly accurate, not due to a lack of industry on the part of the game's designers but because it wasn't easy to get up-to-date information of that sort from behind the Iron Curtain. This was before the commercial Internet, too, so you'd have to consult physical map books if you wanted to know anything about, say, the roads of Poland at the time. But of course Twilight: 2000 wasn't even set at the time. It was set sixteen years in the future, so whatever information GDW had access to in '84 would probably have been out of date by the time in which the game was set anyway.

Free League is in a slightly better position. Since this version of the game was published in 2021, it has the benefit of hindsight. Its designers could look back at maps of Poland from the 1990s and use those to produce a more "accurate" version of the terrain, right? Not necessarily. Even in their version of Twilight: 2000, which uses a slightly different history than did GDW's version – I'm using my own history, which is closer but not identical to GDW's – the USSR continued to exist into the year 2000. That means looking at maps of the real world from the '90s might not reflect what happened in this alternate reality – or they might; it's hard to say.

I mention this, because, during the course of the Barrett's Raiders campaign, the characters would often find themselves in some hex or other. The players would inevitably have questions about the specific terrain in what looked, on the map, to be a largely empty hex. What was the elevation like? Where there any farmhouses or buildings? What about dirt roads? Etc., etc. Usually, I'd make something up on the spot and that would be that. However, players would sometimes think they could be helpful to me by making use of Google Earth to show us an image of what an area "really" looks like. For example, here's an image of the area above from Google Earth:
There are innumerable differences, big and small, between this image and the travel map from the Foundry. If you look carefully, you can see that not only does the Google Earth image include features that aren't visible on the travel map, but that the travel map is, in fact, wrong in a lot of places. That is, the Foundry travel map suggests that many areas are, for example, forested when, in reality, they're farmland. That's not a big deal, I suppose, but it demonstrates a way in which modern tools, like Google Earth, can make the referee's job harder rather than easier.

Harder? Yes. When a player finds information like this and offers it up, thinking he's being helpful, the referee now has to decide, "Which do I use: the game map or the real world map?" The real world map offers many advantages, often including extra detail that can be timesaving. No longer would the referee need to make up details on the fly. Instead, he just needs to zoom in on Google Earth and look (assuming that area has that level of detail – not all places do). Furthermore, such online tools are readily accessible nowadays; there's no need to go fumbling through a book or books. It's all right there.

Acknowledging all that to be true, I ultimately decided against using Google Earth or similar things, opting instead to use the often-inaccurate travel maps. They were, to my mind, both simpler and less likely to lead us down an endless path of checking ever more specific sources of detailed information. Every time the characters crossed a river, how wide is it? What's its depth? What kind of fish can be found in it? Etc., etc. I don't deny that such stuff can be useful and, for many people, perhaps that's exactly what they're looking for. More power to them! For me, I'd prefer to keep the details entirely within my own control. Will I get many wrong? Absolutely – but that's OK, because, in the grand scheme of things, it probably won't matter.

Obviously, everyone will draw their lines in different places. There may be some details they absolutely want to get right, while there are others that won't matter. As everyone reading this knows, I care a lot about, say, language and so, for instance, I care about the various dialects of Polish but not so much about where bridges across the Vistula River are actually located. Another referee may reverse these concerns or care about both or neither. At the end of the day, it's your game; do what you want with it. For me, I decided against relying on real world maps for my alternate universe version of Poland at the dawn of the 21st century. You may feel differently.

3 comments:

  1. I use the "real world" for my AD&D campaign, and wish to heck I could lay down a hex map over the thing...it would make my life so much simpler if I could number and categorize individual areas. I'd certainly take a "pretty close" hex map if I could find one of the region I use (not Poland, for the record).

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  2. Verisimilitude - a word I understand, but have a hard time spelling and pronouncing.

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  3. Call me old school but I prefer playing in a game where the DM knows more about the world than the players.

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