Pseudoephedrine
Should be playing D&D instead
I wish you could do this in Worldographer.
Yeah same, and Worldographer maps are the main exception to me following this practice.
I wish you could do this in Worldographer.
Yeah so does Worldographer, but I can't remember if it is available with the free version.Inkarnate has a hex overlay, for whatever that's worth.
I would probably give HexKit a try
I like Campaign Cartographer, but I just don't have time to make those kinds of maps any more.Yeah man, someone here encouraged me to get in on that Campaign Cartographer Humble Bundle which I bought, installed and promptly forgot. Worldographer was easy to figure out and just got in first. Probably the same reason my group is stuck on Roll20 even though there are some increasingly more appealing options out there...
Your a nut!HANKTay OUYay ORFay OURYay IKELay QUEENSay
Sounds kinda hex-y but what I dislike is:
Honestly, my dislike is mainly the last bit.
- discrete hex grid movement --- like a video game
- the horrible hex-coordinate system for marking keyed locations
- too much randomness (seems lazy)
I have long thought that a hexcrawl is what happens when you leave the road.What I think should work really well for this is a hybrid approach that uses both hex and point elements. Which I guess you could call Pathcrawl.






Once again, note the use of small, contained areas. I believe CRPG's like Witcher 3, Fallout(s), Skyrim and even BotW pretty much nail it when it comes to travel distances. There are too many wilderness products with hundreds of miles of nothingness between locations. That may be a product of the North American influence on the game. Honestly, there are parts of Europe where you could have a swim at the beach in the morning and go skiing in the afternoon. (or so I'm told. this asstastic pandemic has had me cooped up in sunny Berlin for most of this posting)
That's because it is an associated mechanic. Things they expect will make them move more slowly, in fact make them move more slowly. The numbers only matter in terms of the relative amount they are being slowed down, and most of the time won't need to be consulted.The guys have had a pretty good time with this, but I have to admit they've pretty much ignored the front-facing mechanics.
I think part of the problem is unrealistically high travel speeds. People think you can walk 8 or more hours at 3 or more miles per hour in a straight line over prairie an you will make 24-30 miles per day. You can't consistently travel that long (travel cross country is tiring, even on plains), it is never that fast (again, you won't make top speed on plains or even poor roads), and it is never a straight line. And horses can't travel twice as fast for a full day while carrying a rider; off the top of my head, I think averaging 4 mph makes more sense.I'd blame this on Tolkien, to tell you the truth. Sure, there was an in-story reason why Middle-Earth was depopulated (Sauron getting things ready for the killing blow) but people tend to miss that and think that fantasy worlds need to be vast wildernesses. World of Greyhawk sealed the deal (especially with the ridiculous scale on the campaign map).