@auspice @Tinuviel
That is something I actually disagree with, pretty vehemently. A small grid I feel is detrimental when trying to represent a large city and a sprawling wilderness. it makes things feel cramped and small. Could you imagine logging into a popular videogame and being like "Well Geralt, here's yer lobby, there's no real adventure, just imagine it's wide open space, go click that button there when you want to fight the next monster and we'll make a little room for you. Oh that other room? That's Novigard, I know it's just a refrigerator box but if you use yer imagination it's bigger, have fun."
Using Fallcoast as an example, people were told time and again that Fallcoast was a large city, the size of Nashville or larger, yet time and again people thought it was a small town, it has like 6 grid squares, it's teensy.
Wilderness? Well my PC is supposed to live super deep in thew woods away from everyone, yet there are 15 other builds on the same grid square. yeah people can 'use their imagination' but there is still a weird feeling of being crowded in.
What about Territory for things like Werewolves? Well my pack controls... the second paragraph of this grid room description because this single grid room is supposed to cover 20000 houses like 500 blocks of real estate? (Hyperbole I know)
The argument that a large grid is 'overwhelming' is flimsy and assumes that looking at a +map that is more than 10 square will brake a MUers feeble mind. My first MU had a fairly large grid and there was public RP all the time the fact that this is rare these days is more of a cultural shift than 'big gridz', not to mention we have +travel systems to get around.
This is a grid were planning to use for years, giving people room, and options isnt going to hurt anyone.
In the end, We Tried a 'small grid' and we didnt like it. Were going for bigger this time.