Your Fantasy Map Is the Wrong Size — And a 1981 D&D Rulebook Can Prove It @TenkarsTavern
Your Fantasy Map Is the Wrong Size — And a 1981 D&D Rulebook Can Prove It  @TenkarsTavern
Uploaded August 2026 | Updated September 2026, 2 weeks ago
Most fantasy maps are drawn at a scale their own story cannot support — kingdoms a rider crosses in an afternoon, empires narrower than Wales. The fix is not better drawing; it is deciding what one day of travel actually looks like and building outward from that.

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This is the second entry in the Answer Key series — videos that take a worldbuilding problem to an actual 1981 rulebook and let it settle the argument. This one is about map scale: the twenty-four-mile hex for continents and kingdoms, the six-mile hex for the region your story actually happens in, and the four-step framework for applying both to a map you've already drawn. Works whether you're running a campaign or writing a novel — the math doesn't care which.

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0:00 24 Miles a Day — The Number Your Fantasy Map Is Missing
0:57 Why Homebrew Fantasy Maps Break Before the First Roll
2:12 What Goes Wrong When You Skip Map Scale Entirely
2:50 The 1981 Expert Set Answer: 24-Mile and 6-Mile Hexes
4:03 Movement Rate Divided by Five = Miles Per Day
4:23 Terrain Penalties, Roads, and the Forced March
4:48 Four Hexes Apart: Same Map, Three Travel Times
5:55 Trade Routes, Sieges, and Messenger Time
6:21 The 6-Mile Hex: Strongholds, Patrols, Domain Play
6:50 Old-School Essentials and Modern Retro-Clones
7:19 Four Steps to Rescale a Map You Already Drew
8:49 Your Campaign Map Challenge

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Your Fantasy Map Is the Wrong Size — And a 1981 D&D Rulebook Can Prove It

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