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<blockquote data-quote="The-Magic-Sword" data-source="post: 8102693" data-attributes="member: 6801252"><p>This is speculative on my part, since I haven't had the opportunity to really delve into hexcrawling but I've done a lot of research. It seems to me that a time crunch could work for a hexcrawl, but with the caveat that it should be a small part of the overall campaign, and should involve locations the party has already uncovered. I'm planning a nautical hexcrawl that involves an archipelago, where one of the many possible adventures to be had is that the players (adventurers/treasure hunters/ pirates is kind of up to them) might uncover (or trigger) an ancient evil that intends to raze a particular port city. </p><p></p><p>They might ignore it and let the port be destroyed in a location-in-motion kind of way, or they might try to book it there to save the place, either is fine. But if they do decide to try and save the port city, they'll have to sail between the location where they make the discovery and the port city, presumably using their discovered knowledge of the intervening hexes (e.g. what possible obstacles could slow them down) to plan and execute a route. </p><p></p><p>I could also see a time crunch that encompasses the campaign, but where the goal is abstract-- "the tournament of adventurers will take place 1 year thence! Be ready." which provides a deadline where the many explorations and adventures the party has are contextualized by needing to become the people they need to be to enter the tournament and come out victorious. I'm partial to looting the West Marches structure, and would do this by letting the map be unknown... but let rumors act as pointers toward possible major dungeons and the like. So the adventurers might decide to try and find the sword of the legendary king Abelsarf, and to that, they make for his ancient keep, said to be infested by undead. </p><p></p><p>Using the hexcrawl structure, they know its supposed to be to the west, so they begin traveling in that direction, talking to locals in hexes with villages in them, encountering other obstacles. But they could have taken up one of the other rumors-- its all about providing them with information they can use to make 'invest' their time and about optimizing what time they are spending as best they can. Any diversion could be a waste of time... or a sudden opportunity to move closer to their goal.</p></blockquote><p></p>
[QUOTE="The-Magic-Sword, post: 8102693, member: 6801252"] This is speculative on my part, since I haven't had the opportunity to really delve into hexcrawling but I've done a lot of research. It seems to me that a time crunch could work for a hexcrawl, but with the caveat that it should be a small part of the overall campaign, and should involve locations the party has already uncovered. I'm planning a nautical hexcrawl that involves an archipelago, where one of the many possible adventures to be had is that the players (adventurers/treasure hunters/ pirates is kind of up to them) might uncover (or trigger) an ancient evil that intends to raze a particular port city. They might ignore it and let the port be destroyed in a location-in-motion kind of way, or they might try to book it there to save the place, either is fine. But if they do decide to try and save the port city, they'll have to sail between the location where they make the discovery and the port city, presumably using their discovered knowledge of the intervening hexes (e.g. what possible obstacles could slow them down) to plan and execute a route. I could also see a time crunch that encompasses the campaign, but where the goal is abstract-- "the tournament of adventurers will take place 1 year thence! Be ready." which provides a deadline where the many explorations and adventures the party has are contextualized by needing to become the people they need to be to enter the tournament and come out victorious. I'm partial to looting the West Marches structure, and would do this by letting the map be unknown... but let rumors act as pointers toward possible major dungeons and the like. So the adventurers might decide to try and find the sword of the legendary king Abelsarf, and to that, they make for his ancient keep, said to be infested by undead. Using the hexcrawl structure, they know its supposed to be to the west, so they begin traveling in that direction, talking to locals in hexes with villages in them, encountering other obstacles. But they could have taken up one of the other rumors-- its all about providing them with information they can use to make 'invest' their time and about optimizing what time they are spending as best they can. Any diversion could be a waste of time... or a sudden opportunity to move closer to their goal. [/QUOTE]
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