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Hex Crawls

Those of you who have been reading this blog know that I have never run a megadungeon before. I have always used more realistic dungeon settings, keeping all underground areas to a minimum and keeping the over all size of castles and the like fairly small. There is another style of gaming I have never indulged in: the hex crawl.

I have never seen hexes as discrete chunks of the map. I always just used them as a guide to find distance if they were present and not worrying about themif they were not. I have always taken a more continuous view of overland maps. This is another streak that will be ending with my upcoming OSRIC game. I will be using James M's Outdoor Map as a starting pont in my campaign. I will be heavily modifying it for my purposes but most of the features will stay the same. I will be adding my own versions of Castles Blackmoor and Greyhawk to the map.

I have been struggling with how a hex crawl works. How do I know if they find features in the hex and isn't 5 miles a bit large? It turns out that I am not the only one wondering about this. Chgowiz has an interesting post on the subject.

The only real hex crawl experience I have is playing Tolkein Quest gamebooks. You read numbered entries based on the hex you entered

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