Talking to my friend Jack the other night got me fired up about my Godlike game coming up in October. I spent the evening drawing up a big 24" x 18" map of Rabaul's
Simpson Harbor and two other smaller maps that I'll use. I love drawing maps for games!
Sometimes, for gaming, the map is not your friend. I agree depending on the game of course. Games that have grids or hex maps are meant to strictly regulate movement as part of the game itself. Personally, I don't like grid and hex maps in my RPGs that much as they give a game a wargame or boardgame feel (not saying I don't like those kinds of games, just I don't like strict movement rules in RPGs). I much prefer to use maps in RPGs to show relative positions, eyeballing movement (if on a man-to-man scale) or using more abstracted area movement, such as is done in SotC or Starblazer Adventures. This big Godlike map is divided into areas and I've thought up a way to get around in it using the Godlike ORE system. I think it should work just fine.
Chris R. and I are also working on a set of 1/300 scale aircraft minis for this game. I'm painting up the Japanese - a bunch of A6M Zeroes and some J2M Jacks that will double as Zeroes (and a couple of surprises). Chris is putting together some converted P-47s (turning them into
XP-72s), a B-25, and some P-38s. If nothing else, this game will look good on the table!
Reading about Rabaul, it seems that now, like many such places in the South Pacific where there were big battles in WW2, it's a tourist destination, particularly for scuba and snorkeling - you dive on the reefs created by the sunken ships. Lots of graveyards in the Pacific...