Hex Crawls

Everyone I have met who needs everything broken out

They die the DM death of burnout and / or existential unhappiness

Or the write novels and streamline the fun by removing humans

Does not matter hexes or no

The alternative is to not have a campaign bit rather one shots/ dungeon only. You can get obsesive or fixed liminal spaces. Many play that way and it keeps those DMs happy.

Its necessary to leave holes with campaigns
 
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@TerribleSorcery (and everyone else)...how's about this tract: What does the hex-crawl add to your game that would otherwise be missing from a map without the hex-grid?

Hexes allow for mapping, planning out and stocking a region effectively, measuring travel times & distances, and assessing the PCs' locations with ease. A hex is a manageable unit of space.

Actual factual, I started running this campaign without hexes in the early days. I just used a map and tried to keep track of where the players and all the adventure sites were. It broke down completely as soon as they left the river. It was more randomized, because it was impossible to keep track of locations and travel distances accurately. When I learned about hexcrawls it solved all my problems. That was 10 years ago!


First of all, I want to make it clear that I'm not attacking your campaign. I'm honestly trying to figure out hexcrawls, I'm ignorant on that style of gameplay, and basing my opinion on your hexcrawl example above which was very helpful in providing a picture of what transpires. Actually quite thankful for your example.

I'm actually curious where do you add the rumors, hooks, etc.? Do you have the majority of them in the starting town--rumors about some of the places that are in the hex map (I'm assuming so)--but if that's the case, wouldn't the party be actively searching for those things that caught their interest? I guess when you said there was something in every hex, would the party necessarily know anything about these discoveries that they happened to stumble upon? Or is it something that's "random" (random as in not actively seeking it out but something you had thought about and placed there). For example, the silver tower on Day 6 of your example. They bailed quick...but were there rumors or hooks about that place or did they just stumble upon it? That is the basis of my opinion--because it seems to me they bailed because they weren't invested in it (i.e. they hadn't heard anything about it).

No offense felt man, don't worry.

The campaign is based on exploring the unknown wilderness. The first rumour was in town (literally "the forbidden wilderness is over there") and all the other information has been learned out in the wilderness itself. I told the players we were doing a wilderness game, and they said it sounded fun. They created characters who had some degree of backstory (1-2 sentences) which was enough to give them reasons to go exploring.

Since then, the game has more or less run itself. They go out into the wilderness looking for something: sometimes they find it, sometimes they get lost and get into trouble. The players like to fight monsters & get treasure, but they also love to forge relationships with local NPCs and factions, so sometimes it feels like Star Trek, which is cool too. They get to focus on the things they're interested in - which I assumed was kind of the normal way to play, if the DM has developed a world with enough stuff to do. They often run into things they haven't heard of and weren't looking for, usually on the way to something else. This is a feature.

My brother has said he finds the game almost overwhelming, because there are so many things he wants to do and see that sound cool (a huge list of rumours, hooks and clues). I dunno about you but I consider this high praise.

But I'm not sure any of that relates to hexes particularly.
 
Hexes allow for mapping, planning out and stocking a region effectively, measuring travel times & distances, and assessing the PCs' locations with ease. A hex is a manageable unit of space.

Actual factual, I started running this campaign without hexes in the early days. I just used a map and tried to keep track of where the players and all the adventure sites were. It broke down completely as soon as they left the river. It was more randomized, because it was impossible to keep track of locations and travel distances accurately. When I learned about hexcrawls it solved all my problems. That was 10 years ago!
Thank you. I asked the question poorly. I'll try to point out the burr in my hex-saddle in a future post.


They get to focus on the things they're interested in - which I assumed was kind of the normal way to play, if the DM has developed a world with enough stuff to do. They often run into things they haven't heard of and weren't looking for, usually on the way to something else. This is a feature.

My brother has said he finds the game almost overwhelming, because there are so many things he wants to do and see that sound cool (a huge list of rumours, hooks and clues). I dunno about you but I consider this high praise.

But I'm not sure any of that relates to hexes particularly.
Yes. I don't use wildness hexes the same way you do, but we have achieved the same end. If I had any sense, I would just leave it at that and let this board go back on silent mode....but I won't (maybe).
 
I will use it to make a coherent point, and also post an alternate map...in a bit. I just want to wait and let others have a chance to absorb it and maybe chime in.

I'm genuinely looking forward to this. Your local-area maps look really good and I'm wondering if your wide-area maps compel me the same way that Terrible's awesome hexes do.

You are definitely fishing for a provocative reaction with that map, sir. J'Accuse! The angry emoji was the closest of the five available reactions; don't overthink this :P
 
No one has time to fully flesh out everything.

This, but I think part of the iconic West Marches procedure was getting a sense from the players of where they were headed in the upcoming session, so there's usually an opportunity to flesh a few things out more.
Even if you don't have an opportunity to discuss or gauge the players' future plans, unless they make an unexpected lunge (say sprinting down a fast-movement corridor like a road or river), you should be able to predict how many hexes they'll be able to move in an upcoming session and prep whatever is in that manageable radius at least to the degree that play will be satisfactory (i.e. the defender of the mysterious grove, guards of the castle gate, ground floor of the multilevel dungeon etc.) until more can be fleshed out for the following session.
 
If art reflects life
If life is random
Or random as the mind is capable of fathoming?
But if people figured that out
How would we have plans
Without plans what of my future
What of the future of my children
Should I work
Does free will matter
Do we have control
Any of us
You?
Me?
My loved ones
If all I see is random
Should I work
If there is no work
Nah nan Nam
come over
We just need the time and the place
We need to find the space
What is space
People
Places
Spaces
If random what is a box
Can I exist in it
Outside of it
Can I percieve the box
Would I even see it
Do I know what I see
Memory is a trap
Self fufilling? Of what, random
Do I want or do others
Who wants and how would I know
Or see the desire of
Shape?
WHAT IS A HEX
WHAT IS A ROOM
WHAT IS A DUNGEON
WHAT IS A CAMPAIGN
WHAT IS LIFE
 
So out of curiosity, how would you go about publishing a hex-crawl?
Would people just expect just the rough notes?
Or random terrain/npc/situations/encounter tables?
Would a few things be fully fleshed out?

Wondering if TS's review of Trilemma would of made that product a little bit better by having those short dungeon areas scattered on a hex (and maybe it does) and could that be considered a hex crawl with some other rough notes scrawled in?
 
There is that in the book! The setting is there if you want

So out of curiosity, how would you go about publishing a hex-crawl?

Tons of good examples! Robs work, Gabor or to the max would be hot springs, Illmire!

It can be as big or small as you want. Nod is massive! Wormskin. Zines, modules or big hardcovers

The ? To you is

What do you want to publish

Then we can say how best to publish the thing
 
So out of curiosity, how would you go about publishing a hex-crawl?
Would people just expect just the rough notes?
Or random terrain/npc/situations/encounter tables?
Would a few things be fully fleshed out?

Wondering if TS's review of Trilemma would of made that product a little bit better by having those short dungeon areas scattered on a hex (and maybe it does) and could that be considered a hex crawl with some other rough notes scrawled in?

I've been thinking about this a lot (I think my work bears this out?). When I first got excited about the whole hex thing due to the West March articles (ironic since my understanding is that dude doesn't use a hex map), I bought a whole whack of "Hex Crawl Chronicles" from Frog God and remember being distinctly dissatisfied at the time. Like surely there could be more. I tried to show what I thought could be done with my Irradiated Paradox mini campaign, which you seemed to enjoy? I fleshed out the areas of interest, provided paths and itineraries for groups that needed at least initial direction, threw in tables and an open map for those who might to prefer to go it the other way and try out a more open improvisational approach where the DM is exploring along with the players, and most importantly, limited the scope of the endeavour so I wouldn't end up overwhelmed as I did when I keyed the entire Vanished Wastes region. The only thing it lacks is that cross-referencing index I've been talking about.
 
or to the max would be hot springs

Once again, left me wanting more. There's a tipping point at which the creator fleshes the crawl out too much, at which point you absolutely need to provide rules crunch or the reader is left wondering how the hell to run the encounters you've so intricately designed. There's a threshold for rules agnosticism and Hot Springs found it. Abso-fucking-lutely gorgeous product though. Worth every dime. Pride of place on the bookshelf. Utterly unplayable as is.
 
I took a long absence from my ongoing 'Bulls Run' revisions thread which I know, just everyone was totally, breathlessly following... I'd had this growing need to replay Witcher 3 which I couldn't ignore any longer. God DAMN that game blows me away!

I think it's germane to this conversation because, although it doesn't use hex maps, it's emblematic of the style of play I'm looking for. That you can wander into the woods of Velen and literally sweep back and forth in a search pattern, stirring up amazing discoveries is just perfect. Sure, there is a central storyline and thousands of side quests of varying length. You can Point Crawl or Path Crawl. You can follow hooks and rumours. You can simply eavesdrop on peasants and follow the hints you get from that. It's so rich. So total. Sometimes the thing you discover is simply a stunning sunset over the distant mountains or a dramatic lightning storm breaking over the towers of Novigrad. Like the game knew you were going to climb to the top of this crag to see what you could see. I want that in my hex crawl. I think hexes force you to stop and come up with something/anything to be found no matter where you are, and I don't think that's possible, or at least a lot more cluttered if attempted with a regular world map.
 
So out of curiosity, how would you go about publishing a hex-crawl?

Look at the Wilderlands for the platonic example. The original is great of course, but the Necromancer Games version is incredibly detailed. Rob Conley, who posts here sometimes, did a ton of work on it. It's fucking expensive and hard to get physical copies nowadays, though. I am a huge fan of the setting so I dropped some dough on eBay but since Judges' Guild is persona non grata everywhere now, well... I won't advise you further.

As for modern examples, OSRnoob cited quite a few.
Melan's zine - Echoes from Fomalhaut has more than one hexcrawl, so that would be the place to start. If you don't have those already... what are you even doing?
Points of Light from Goodman Games, also by our man Rob Conley - this is cheap to get in PDF and has four small settings with hexmaps. Definitely worth your time.
 
CRAWLING ROB
HAIL THE HEX

On Robs rec I just printed matte poster maps of his recent wilderlands map redo and the city state

Its great! Making some custom tubes for them next weekend

Beautiful work
 
Bob Bledsaw III aired some of his thoughts on facebook and has since been unpersoned. JG material is off Drivethru except for some of the Wilderlands stuff that Conley worked on. Goodman Games stopped selling a lot of their stuff too. This was a while ago, I thought everybody knew. In addition to that, it doesn't seem like Bob 3 is running the company very well or has much interest in selling the old stuff. If you want JG material now, you can basically choose eBay or the high seas.
 
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