![]() ![]() 2 nd Edition removed hexcrawling procedures from the rulebooks entirely. By 1989 there were only a few vestigial hex maps cropping up in products and none of them were actually designed for hexcrawl play. Initially a core component of roleplaying games, the hexcrawl structure slowly faded away. (4) Whenever the PCs enter a new hex, the GM tells them the terrain type of the hex and triggers the encounter or location keyed to that hex: The PCs experience the event, encounter the monsters, or see the location. Determine the hex the PCs start in and track their movement. (3) Use (or design) mechanics which will let you determine how far the PCs can move while traveling overland. ![]() (It is not necessary to key all of the hexes on the map.) Using the numbered references, key each hex with an encounter or location. Additional features like settlements, dungeons, rivers, roads, and polities are also typically shown on the map. In general, the terrain of each hex is given as a visual reference and the hex is numbered (either directly or by a gridded cross-reference). ![]() As part of my essay on game structures in roleplaying games, I specifically discussed the basic structure of the hexcrawl: ![]()
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