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<blockquote data-quote="AbdulAlhazred" data-source="post: 5468774" data-attributes="member: 82106"><p>Yeah, I think hex crawling can be interesting. It is more useful when the party is wandering around in a sandbox type wilderness area vs say making their way from point A to point B. </p><p></p><p>The PF AP Kingmaker Part 1 Stolen Land for instance is organized as basically a hex crawl where the PCs get a charter to clear out an area of roughly around 20 12 mile hexes. Most of the hexes have an encounter area in them, and there are random encounters to boot. There is a specific plot the PCs will deal with as well, but they'll probably take a while to execute it and it isn't at all linear, just more like a bunch of the encounters have a thread linking them. There are a couple other lesser threads that pop up here and there. </p><p></p><p>The thing is, there's no provision for the players to focus on the main plot and use their skills to go to the specific encounter areas where it can be pursued. It isn't necessary to the adventure for them to do that, but IME most parties will probably want to focus on that. Structuring that process with an SC could be an interesting approach. Anyway I don't think hex crawling and travel SCs are incompatible. You'd just want to structure things so that they work together in some fashion. The SC could govern something other than the travel aspect. </p><p></p><p>For instance an SC could govern how aware the main threat is to the party in the above mentioned AP. So the party could keep a low profile and gain some level of advantage. It might for example open up an opportunity for infiltration or something like that.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 5468774, member: 82106"] Yeah, I think hex crawling can be interesting. It is more useful when the party is wandering around in a sandbox type wilderness area vs say making their way from point A to point B. The PF AP Kingmaker Part 1 Stolen Land for instance is organized as basically a hex crawl where the PCs get a charter to clear out an area of roughly around 20 12 mile hexes. Most of the hexes have an encounter area in them, and there are random encounters to boot. There is a specific plot the PCs will deal with as well, but they'll probably take a while to execute it and it isn't at all linear, just more like a bunch of the encounters have a thread linking them. There are a couple other lesser threads that pop up here and there. The thing is, there's no provision for the players to focus on the main plot and use their skills to go to the specific encounter areas where it can be pursued. It isn't necessary to the adventure for them to do that, but IME most parties will probably want to focus on that. Structuring that process with an SC could be an interesting approach. Anyway I don't think hex crawling and travel SCs are incompatible. You'd just want to structure things so that they work together in some fashion. The SC could govern something other than the travel aspect. For instance an SC could govern how aware the main threat is to the party in the above mentioned AP. So the party could keep a low profile and gain some level of advantage. It might for example open up an opportunity for infiltration or something like that. [/QUOTE]
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