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2012-06-20 Hexcrawl Procedure

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On Google+, Jeff Rients recently wondered whether he was feeling dissatisfaction with his hexcrawl procedure. I’m interested in comparing notes. How do you run wilderness exploration?

When I read procedures like the ones Justin Alexander recently posted on his blog, I realize that my own procedures are super simple in comparison.

Here are the basics:

With this in place, players will usually learn about a new location from NPCs, decide to travel there, have one or two random encounters on the way providing side-quests, other plot-hooks and adding to the wilderness. After exploring the dungeon or doing whatever needs doing, the party will travel back, sometimes picking a different path for their way back in order to learn something about the area they’re in.

Thus the actual procedure at the gaming table is simple:

  1. When the players enter a new region, prepare a new random encounter table with eight to ten entries. See the Swiss Referee Style Manual for more information.
  2. Players tell me where they want to go. Roll 1d6 for a daylight encounter and 1d6 for a nighttime encounter for every hex traveled. Combine encounters if that spices things up. sardonic

That’s it.

If your procedure is more complicated, I’d love to know what you do and why you do it. Maybe it’s something I could add to my own procedure! :)

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