WBruce
Explorer
Hi,
Iv'e been trying to integrate Hexcrawl to my campaign for a while, with some degree of success. I've read everything I could on the subject, including everything Alexandrian has on the theme. I then created a small map from a region around a small town to test it, and the adventure was very well received.
Now I have a bigger challenge. I am DMing in Eberron with the map linked. What I like about Eberron is that the means of transportation change the game. When you struggle to move hex by hex and suddenly take the lightning rail, that make the economy comes alive, because suddenly pay for the passage brings a real benefit to the party. That said, it will be a monumental task to key every hex to an encounter/event.
I keep reading hexes should be 3, 6, 12 miles, but I am using 25 miles hexes. According to rules a person can travel 25 miles/day at normal pace, so I rounded up to 25, to best fit the scale of the map I am using. A 60 miles hex would be great, less work to key everything, it is the recommended scale for continent maps, but it makes harder to move. With 25 mile hexes I can move 1 hex per day which I think makes the game better for players that are not used to imperial system or hexcrawls. It is simple, one hex/day, instead of 2,5 days to move through a 60 miles Hex.
My question to fellow Hexcrawlers and Eberron entusiasts is what hex size would you use to a map this big and why? How would you cope with that many hexes to key everything?
One last note, I don't see a necessity to key terrains like forest, mountains and deserts. The map already give me all that, so I would only need to key interesting locations, scenery, encounters and such, but that is still a lot. I am using Fantasy grounds, so I can overlay the hexes, reason why the map is without any hexes on it.
Thanks for any insight.
Iv'e been trying to integrate Hexcrawl to my campaign for a while, with some degree of success. I've read everything I could on the subject, including everything Alexandrian has on the theme. I then created a small map from a region around a small town to test it, and the adventure was very well received.
Now I have a bigger challenge. I am DMing in Eberron with the map linked. What I like about Eberron is that the means of transportation change the game. When you struggle to move hex by hex and suddenly take the lightning rail, that make the economy comes alive, because suddenly pay for the passage brings a real benefit to the party. That said, it will be a monumental task to key every hex to an encounter/event.
I keep reading hexes should be 3, 6, 12 miles, but I am using 25 miles hexes. According to rules a person can travel 25 miles/day at normal pace, so I rounded up to 25, to best fit the scale of the map I am using. A 60 miles hex would be great, less work to key everything, it is the recommended scale for continent maps, but it makes harder to move. With 25 mile hexes I can move 1 hex per day which I think makes the game better for players that are not used to imperial system or hexcrawls. It is simple, one hex/day, instead of 2,5 days to move through a 60 miles Hex.
My question to fellow Hexcrawlers and Eberron entusiasts is what hex size would you use to a map this big and why? How would you cope with that many hexes to key everything?
One last note, I don't see a necessity to key terrains like forest, mountains and deserts. The map already give me all that, so I would only need to key interesting locations, scenery, encounters and such, but that is still a lot. I am using Fantasy grounds, so I can overlay the hexes, reason why the map is without any hexes on it.
Thanks for any insight.
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