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<blockquote data-quote="TheSword" data-source="post: 9645402" data-attributes="member: 6879661"><p>The issue I have with hex-ploration is the amount of dead space. I found this particularly when running Tomb of Annihilation. It’s basically a pretty map with hex overlay because folks aren’t exploring hex by hex.</p><p></p><p>I compare this to Kingmaker Adventure path which made sure pretty much every hex had something interesting to find but 7 or 8 key areas. I thought this was the gold standard of hexploration.</p><p></p><p>Then I saw how Owlcat had interpreted that Hex map into a series of routes - following landmarks, roads, rivers, valleys, forest borders with points of interest along them. (Sample below) Successful survival or perception checks can identify additional points of interest off the beaten track leading to detours. This seemed to be a great balance between freedom of exploration without dead space. It’s easy to work out journey times between points and random encounters can work any way along their length.</p><p></p><p>To be clear, in a TTRPG you could always allow players to chart their own paths - maybe with survival checks to short cut to another route without getting lost. The routes aren’t as important as the points of interest they join together. Obviously clues and rumours could fix points of interest the players can travel to on the map allowing the player to work out the best way to get there.</p><p></p><p>If I was running ToA again this is definitely the approach I would take to jungle exploration.</p><p></p><p>[ATTACH=full]403460[/ATTACH]</p></blockquote><p></p>
[QUOTE="TheSword, post: 9645402, member: 6879661"] The issue I have with hex-ploration is the amount of dead space. I found this particularly when running Tomb of Annihilation. It’s basically a pretty map with hex overlay because folks aren’t exploring hex by hex. I compare this to Kingmaker Adventure path which made sure pretty much every hex had something interesting to find but 7 or 8 key areas. I thought this was the gold standard of hexploration. Then I saw how Owlcat had interpreted that Hex map into a series of routes - following landmarks, roads, rivers, valleys, forest borders with points of interest along them. (Sample below) Successful survival or perception checks can identify additional points of interest off the beaten track leading to detours. This seemed to be a great balance between freedom of exploration without dead space. It’s easy to work out journey times between points and random encounters can work any way along their length. To be clear, in a TTRPG you could always allow players to chart their own paths - maybe with survival checks to short cut to another route without getting lost. The routes aren’t as important as the points of interest they join together. Obviously clues and rumours could fix points of interest the players can travel to on the map allowing the player to work out the best way to get there. If I was running ToA again this is definitely the approach I would take to jungle exploration. [ATTACH type="full" alt="IMG_4377.jpeg"]403460[/ATTACH] [/QUOTE]
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