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Emulating exploration without the hexcrawl
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<blockquote data-quote="gamerprinter" data-source="post: 5826253" data-attributes="member: 50895"><p>Personally, I've never needed a hex map to describe overland adventuring. All I need is a map (I make maps professioinally) with multiple interesting locations on it. Then I generate a random monster chart for general areas, or when the party doesn't travel to a specific mapped location. If the party nears the mountains, the lake, or other specific terrain different areas, random charts change, etc. I also use weather charts with temperature variances, various inclement weather, etc. If I use a grid at all, it's only to depict distances on the map, not that this square contains anything different to the next square, as I never use squares or hexes as defined areas for specific encounters.</p><p> </p><p>If the storyline needs the PCs to meet someone, or get in a fight with a specific BBEG, then I put it in their path, where ever they happen to go, just to move the story along.</p><p> </p><p>I can understand others using it, I just never needed some arbitrary grid to determine different places on the map.</p></blockquote><p></p>
[QUOTE="gamerprinter, post: 5826253, member: 50895"] Personally, I've never needed a hex map to describe overland adventuring. All I need is a map (I make maps professioinally) with multiple interesting locations on it. Then I generate a random monster chart for general areas, or when the party doesn't travel to a specific mapped location. If the party nears the mountains, the lake, or other specific terrain different areas, random charts change, etc. I also use weather charts with temperature variances, various inclement weather, etc. If I use a grid at all, it's only to depict distances on the map, not that this square contains anything different to the next square, as I never use squares or hexes as defined areas for specific encounters. If the storyline needs the PCs to meet someone, or get in a fight with a specific BBEG, then I put it in their path, where ever they happen to go, just to move the story along. I can understand others using it, I just never needed some arbitrary grid to determine different places on the map. [/QUOTE]
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