15.1 Choosing Between Legacy and Dynamic Maps
15.0 World & Region Maps
15.1 Choosing Between Legacy and Dynamic Maps
When you click New Map, Chronica asks which type you want before it asks anything else. This is the one decision on a map you cannot revisit, so it is worth a minute of thought.
A map's type is permanent. The two types store their contents in completely different ways — a legacy map's tiles and a dynamic map's pins and shapes are not interchangeable, and there is no conversion between them. If you pick the wrong one, the fix is to create a new map of the other type and rebuild it. Nothing is lost from the original, but nothing carries across either.
Pick Legacy when the grid is the point
Legacy maps divide your image into a fixed grid of tiles. Every tile has an address, a status, and its own label, colour, notes, and icons. Players uncover the world tile by tile.
Reach for Legacy when:
- You are running a hex crawl or point crawl and want to track exploration cell by cell.
- You want a map where "how much have we explored?" is a number — legacy maps show a percentage on their index card.
- Your map is a dungeon or building floor that already reads as a grid.
- You want the reveal to feel tidy and incremental — a chunk of the world at a time, in even squares or hexes.
Pick Dynamic when the world is freeform
Dynamic maps give you a zoomable, draggable canvas with no grid at all. You place pins exactly where things are, draw territories in whatever shape they actually take, and reveal fog by drawing regions.
Reach for Dynamic when:
- Your map is a continent or region with irregular borders that no grid respects.
- You want to zoom in close — dynamic maps pan and zoom smoothly, so one large map can serve for both the world view and city-level detail.
- You want pins that link through to Places, Quests, Kinships, Domains, Regions, Shops, and other maps, so the map becomes a way to navigate your campaign.
- You want fog of war shaped like the terrain — a revealed river valley, an explored coastline — rather than a block of cells.
- You want to draw on the map: borders, trade routes, areas of control, plain text labels across a mountain range.
A quick comparison
| Legacy | Dynamic | |
|---|---|---|
| Layout | Fixed grid of square or hex tiles | Freeform canvas, no grid |
| Zoom and pan | Click and drag to scroll a large map | Full smooth zoom and pan |
| Marking a location | Set up the tile it sits in | Drop a pin at the exact spot |
| Icons | Up to three per tile | One per pin |
| Drawing shapes | — | Areas, lines, boxes, text labels |
| Links to campaign content | One Place per tile | Any number, across seven content types |
| Hiding the unexplored world | Per-tile status shading | Fog of war, revealed by drawn regions |
| Exploration percentage | Shown on the index card, unless the colour overlay is off | — |
You do not have to choose once and for all. The choice is per map, not per campaign, and both types live together in the same index and the same folders. A campaign can perfectly well have a dynamic world map, a legacy dungeon crawl, and a dynamic city map side by side.
15.0 World & Region Maps
- 15.1 Choosing Between Legacy and Dynamic Maps
- 15.2 Organizing Maps with Folders
- 15.3 Legacy Maps: Creating Your Grid
- 15.4 Legacy Maps: Aligning the Image and Grid
- 15.5 Legacy Maps: Working with Tiles
- 15.6 Legacy Maps: Revealing the Map to Players
- 15.7 Dynamic Maps: Getting Started
- 15.8 Dynamic Maps: Pins, Shapes, and Labels
- 15.9 Dynamic Maps: Linking Maps to Your Campaign
- 15.10 Dynamic Maps: Fog of War
- 15.11 Secrets and Player Visibility