Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Emulating exploration without the hexcrawl
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Janx" data-source="post: 5825377" data-attributes="member: 8835"><p>On roadtrips, I guess it depends on what you consider a roadtrip. When I travel, I don't stop, except for gas. Every couple of years or so, I drive up to see my MN friends. That's 1500 miles in 20 hours in a car. We stop for gas and McD's at the gas station. We don't even sleep. While tales have been told of the silliness that happens from talking in a car for 20 hours, nothing interesting happens along the way.</p><p></p><p>In reading this, Hobo, and RA, I got some ideas. the montage approach is how you PRESENT travel that skips over the boring stuff.</p><p></p><p>Written directly by the GM, that can feel a bit railroady.</p><p></p><p>The traditional hexcrawl feels pokey, because it makes the players play hex by hex through the boring stuff.</p><p></p><p>I propose finding a middle ground.</p><p></p><p>When the players tell you their route/destination, look at the hex map and quickly work up the "boring" description that leads into the first interesting encounter. When they finish that, re-verify their route/destination from their current position, and repeat.</p><p></p><p>Basically, at the presentation layer, make it feel like a montage. But behind the scenes, go through the hex crawl.</p><p></p><p>Though Henry's a seasoned GM, I'll throw in this caution. Don't make the Forst of Too Many Encounters. It's a funny tale from my blog. My GM had a forest with a trail through it to point B. he'd rolled up zillions of encounters for every hex.</p><p></p><p>Then when he ran it, we walked directly from point A to point B, skipping the vast majority of his encounters. He basically wasted his prep-time making stuff he didn't need.</p><p></p><p>This is the other reason linear design and montages work. Because despite all the planning and possibilities of where the PCs COULD go on a hex map, when their goal is get to Point B, the number of choices that matter narrows down a lot. Unless you offer a fork in the road of obvious merit, it is no choice of interest to the players.</p></blockquote><p></p>
[QUOTE="Janx, post: 5825377, member: 8835"] On roadtrips, I guess it depends on what you consider a roadtrip. When I travel, I don't stop, except for gas. Every couple of years or so, I drive up to see my MN friends. That's 1500 miles in 20 hours in a car. We stop for gas and McD's at the gas station. We don't even sleep. While tales have been told of the silliness that happens from talking in a car for 20 hours, nothing interesting happens along the way. In reading this, Hobo, and RA, I got some ideas. the montage approach is how you PRESENT travel that skips over the boring stuff. Written directly by the GM, that can feel a bit railroady. The traditional hexcrawl feels pokey, because it makes the players play hex by hex through the boring stuff. I propose finding a middle ground. When the players tell you their route/destination, look at the hex map and quickly work up the "boring" description that leads into the first interesting encounter. When they finish that, re-verify their route/destination from their current position, and repeat. Basically, at the presentation layer, make it feel like a montage. But behind the scenes, go through the hex crawl. Though Henry's a seasoned GM, I'll throw in this caution. Don't make the Forst of Too Many Encounters. It's a funny tale from my blog. My GM had a forest with a trail through it to point B. he'd rolled up zillions of encounters for every hex. Then when he ran it, we walked directly from point A to point B, skipping the vast majority of his encounters. He basically wasted his prep-time making stuff he didn't need. This is the other reason linear design and montages work. Because despite all the planning and possibilities of where the PCs COULD go on a hex map, when their goal is get to Point B, the number of choices that matter narrows down a lot. Unless you offer a fork in the road of obvious merit, it is no choice of interest to the players. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Emulating exploration without the hexcrawl
Top