![]() ![]() In the unlikely event that you have stumbled upon this humblest of blogs but aren’t already acquainted with a West Marches campaign, I will briefly entice you with a description. ![]() I can’t write a post about outdoor exploration campaigns without talking about the West Marches. Ava’s post was more dialectic, engaging in a conversation about hexcrawls and pointcrawls, but this post aims to be more didactic, giving you advice on how to accomplish the satisfying synthesis Ava posits. The purpose of this post is to provide comprehensive guidance for creating your own hexcrawl. ![]() What do I mean by a good hexcrawl? I mean a game involving wilderness exploration (using hexes) where the players have sufficient information to make impactful choices about where their characters will go next. As my colleague, Ava Islam of the Permanent Cranial Damage blog, recently explained, a hexcrawl can facilitate both aimless exploration and focused, directed travel without having to switch between systems, but that a good hexcrawl depends on a well-designed hex map. But a lot of work goes into making a hexcrawl that facilitates player-directed exploration. A well-made hexcrawl nearly runs itself as the players are in the driver’s seat for what to do next. You want to run a player-driven hexcrawl campaign. ![]()
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