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Advanced HexCrawling

kiznit

Explorer
So. We've finally made it through the Red Hand of Doom (a top-notch campaign adventure, highly recommended) and now we're trying to figure out what to play next.

Some background:
[sblock]A major change is that we are trying to implement a regular schedule. This is unbelievably awesome - Instead of trying to schedule every session to continue the campaign individually like we have been, we're going to start trying to have a regular, consistent gaming night and fit the gaming to the attendance. Friday nights at my brother's apartment are now officially game night! :D

Here were the options I put forth to the group:
  • Grim-and-gritty sandbox style dungeon-crawling a la Wilderlands and deadly Necromancer Games modules.
  • Epic storyline-based 1st-through-20th (potentially) Paizo Pathfinder campaign
  • D20 Modern/Near Future/Dark Matter campaign.
  • Warhammer Fantasy Roleplaying (Dark Cthulhu-esque low-magic gaming)
  • 7th Sea (cinematic alternate 16th-Century Swashbuckling RPG)

They voted #1 - which is good, because it lends itself to a fluid PC line-up as we work out the kinks of the new schedule. I've cracked open my Wilderlands Box Setting and pulled my stack of NG modules off the shelf... Mmm, tasty! Barakus, Abysthor, Rappan Athuk, Crucible of Freya; I can see a lot of player deaths on the horizon.[/sblock]
Long and the short of it is that I'm going to be running a Wilderlands Campaign with various Necromancer Games Dungeons and Modules spread out across the land. Hopefully not too much world prep work for me, but lots of tasty High Fantasy Hexcrawling and Dungeoncrawling for my players.

What's fascinating is that I feel like this is something new to our D&D gaming experience - I've been calling it "Sandbox" style gaming because it's a hugely mapped out world with rumors, plot hooks, and encounters literally around every corner and it's 3-dimensional, some of those rumors leading to humongous dungeon complexes (Rappan Athuk I'm looking at you) and adventures; and yet there's no main storyline - no macguffin the PCs are chasing (yet), no one sinister overlord looking to take over the world (just those that have already taken over their corner of the Wilderlands), and so on.

There is no overarching plot-line to this campaign. The players are simply able to explore, adventure, get rich, and forge whatever mighty kingdoms they wish from the landscape, one hex at a time. Every game I've ever ran has had some great railroad - getting the players from one encounter to the next, leading up to some climactic battle - this is the first time EVER where I've just opened up the map and said, "Here are some rumors, here's what you know is nearby, where do you want to go?"

Does this sound exciting at all to you? The advantages are clear: less work for me, not worrying about storylines and tying things together, less emphasis on keeping players alive or not being able to play because people aren't able to show up, fluidity of plot and character arcs, and so on. The disadvantages? Players have to be pro-active. I'm hoping for a lot here, and I've worked hard to really encourage them and dangle a whole lot of carrots, but there's no one single menace that they have to face and get to the bottom of.

Figuring out where the various NG Dungeons, Cities, and Adventures take place in the Wilderlands has been harder than I thought it would be, but it's proceeding apace.

The fun part has been assembling all the juicy rumors. This gets to be a huge rumor list, teasing the players with all sorts of goods and goodies from all the Wilderlands stuff as well as the NG dungeons. We're playing Grim-and-Gritty, throwing out the CR rules, with magic items in short supply and magic itself being a rare thing, so I expect the driving force for at least the first number of levels will be finding items and weapons of power, as well as spellbooks.

In order to keep it interesting, here's how I plan on running it. I love to draw maps. Of course, all the maps have already been drawn for me by the wonderful Judge's Guild in convenient 5-mile hex increments. So I decided if there was one thing I was going to put a lot of effort into, it would be to make a tileable hex-crawling board.

hex01.jpg


hex02.jpg


hex03.jpg


It turned out to be fairly easy - I got a pack of that sticky-backed foamboard from Office Depot and just printed out a lot of hexes, then X-acto'd them out. It takes me about an hour to do 20 of 'em. Each tile is 5 hexes across, meaning each subhex is exactly one mile, which is good enough to place an encounter, an entire small village, or ruins or a dungeon entrance.

What do you think?
 

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Good idea. The Hexboard are a nice touch. You can still have the need for mapping by just showing the central hex and the six surrounding hexes. You may want to look at line of sight calcuations

d = sqrt(1.53 * h)

where h is the height from sealevel in feet
and d is in miles to the horizon

So if a character is at a elevation of 100 ft they will see about 12.39 miles to the horizon.

If you are using hexes you would put the center hex down, (2.5 miles) + 6 surrounding hex (7 miles) + the second ring of hexes around (12 miles) You don't have to place hexes if you feel that something would be blocking line of sight in that direction.


Finally these modules are ready to run in the Wilderlands and draw heavily on the background presented in the boxed set

http://www.goodmangames.com/preview-JG.php

Enjoy
Rob Conley
 

robertsconley said:
Good idea. The Hexboard are a nice touch. You can still have the need for mapping by just showing the central hex and the six surrounding hexes. You may want to look at line of sight calcuations

d = sqrt(1.53 * h)

<snip>

Finally these modules are ready to run in the Wilderlands and draw heavily on the background presented in the boxed set

http://www.goodmangames.com/preview-JG.php
Oooh, thanks! Good stuff, man.
 




A Word of Warning

One of my campaigns ran from Crucible of Freya to The Distraction (Dungeon #145) to Vault of Larin Karr. At the end of Crucible of Freya I asked my players what kind of stuff they wanted next: A war, a dungeon crawl, a treasure hunt, etc. They voted treasure hunt. So far so good. Note that I'm not using the Wilderlands boxed set. Everything was free for the taking. If my players want background, provide some. If not, that's ok as well. One of my players sat down with me and developed a nice little page of material for the elven kingdom she's from.

Surprisingly, one of my new players in the group was not happy. No world map? No gods? No history? No famous powers? Nothing but the names of two nearby cities, Reme and Bard's Gate? Bah! He likes Faerûn and has tons of source material at home.

So in short, yes I love your idea, and your hex mapping looks great. I also like to draw hex maps. But talk to your players, too. Perhaps you'll find that not everybody is looking forward to such an open world.
 

The first session resulted in a mixed reaction, but everybody agreed that it was "too early to tell".

Whether or not they liked being stranded in the wilderness, everyone agreed that the actual hex tiles were awesome, and a great way to "feel out" the world.
 

I'm totally into sandbox style play. I hope that it works out and that your group appreciates it. Sounds like a great campaign.
 

I've always been more of a story-story-story type DM and player, but each day I get more and more interested in this "sandbox" style play, a relatively new term to me. I think perhaps its 4E and all the talk of points of light in a dark world; it just seems conducive to this play style. In any case I wish you well with the new game. Some questions...

Has anyone here been able to successfully integrate a story-heavy style of play with a sandbox style of play? How did you do it? Details, details, details, please.

Chad
 

Into the Woods

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