Hex Crawl

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Category: Tutorials

Hex Basics V: Completing Your Region

king*image used without permission from elfworld.com

Connecting your region is the exciting final part of the process, and after we’re done here we’ll have a completely playable regional hex for a one-off table game, or to expand into a much larger world territory. Read the rest of this entry »

Hex Basics Part IV: Detailing Outposts and Adventure Sites

details*art used without permission from elfwood.com

In the previous posts of this series, I’ve supplied you with far too many words for approximately 4 minutes worth of actual work on your part. This is a blog however, and so I will continue with my long-winded diatribe in the name of hexes, science, and religion. Typically only the former. Read the rest of this entry »

Hex Basics Part III: Generating Outposts and Sites

hexxsites

*photo used without permission. By Ben Powis (www.benpowis.net)*

It’s a strange phenomenon, the stocking of hexes – I find that like a good piece of art, inspiration can be hard to come by when you’re staring at a blank page. The sequential method of creating a hex map has, in my opinion, the same effect as creating “prompts” for your roleplaying; creating something visual that you can attach further meaning to. Read the rest of this entry »

Hex Basics Part II: Getting Started

gettingstarted

So your desires are leading you down the path of campaign content creation, and you’ve resolved to do as much as possible with as little effort. Some might call it Lazy GMing.

In this post series (Hex Basics) I plan on hammering out a roadmap for you to follow, whether you’re interested in creating a small adventuring realm or a sprawling world of adventure. The nice thing about hex maps is they’re entirely modular, allowing you to get a large amount of imagined space on paper in a short amount of time, with the ability to go more in-depth after you’ve lain out the basics. Read the rest of this entry »

Hex Basics Part 1: Why Hex Maps?

hexx002

I’ve spent a lot of time reading DMing tips in Dragon Magazine, Dungeonmaster’s guides, and innumerable forum threads about how to set up and scale a campaign from scratch, and none of them have left me with a clear-cut idea on how to start. An overland map is often the first step, but through years of drawing up detailed regions of connecting roadways and to-scale forests, mountains, and plains, I can confidently say that a more organized system is key to being able to DM a campaign on the fly with minimal prep. In a moment, we’ll visit the reasons why I believe a hex map to be an invaluable tool to keeping this organization.

Read the rest of this entry »

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