Wilderness adventures

Melan

*eyeroll*
Encounter density is important. My stocking procedures are as follows:
  • I tend to roll two six-sided dice per (20 km/12 mile) hex, with a 1:6 probability of lairs and ruins, respectably.
  • Hexes clearly divided into different terrain types (e.g. mountains surrounded by forests) get a roll for each type.
  • Every hex which comes up as a "positive" gets an extra roll to see if there is a second lair/ruin on it.
This is fairly pleasant, although somewhat time-consuming.. Most of these keyed entries are encounter- or mini-adventure-scaled.

[edit]Roads. Roads are convenient, but once they are there, most players will never ever stray from them. Be careful with roads.

Previously, I have had this to say on wilderness sandboxes:
 

Beoric

8, 8, I forget what is for
I haven’t run one of these in, like, forever, but I’ve been thinking about them a lot lately. I’ve been thinking that what hexes really need is walls. Not literal walls, but it should be easier to exit the hex in some directions than in others.

Anyone who has ever spent any time in the wilderness knows that, unless you are on the plains, you rarely get to travel a straight path to whatever landmark you are aiming for. There is always a slope/cliff/canyon/river/lake/bog/dense brush in the way. Even on the prairie there are rivers and sagebrush that can impede progress, and where there are roads, going in any direction that is “not road” is going to be slower.

This gives the PCs a reason to explore, even if they are trying to get from landmark A to landmark B, because the best path to said landmark is not always obvious.

It is also going to leave “secret” areas that generally are travelled around because they are difficult to penetrate without finding a secret pass, or scaling a mountain, or slogging through muskeg. Which areas are, of course, more dangerous, and the home of whatever marauding monsters happen to terrorize the region from time to time. So at some point the PCs might feel compelled to explore it.

What this would need is some sort of notation to show the type of barrier that lay between one hex and another. And a procedural generator if you were using it on a large map, that suggested the number and location of barriers in each hex, depending on terrain type.

It doesn’t even have to be every hex, you could build “rooms” where most of the hexes are accessible to each other within the region; or use a larger hex overlay and only determine the barriers in relation to the larger regional hexes, not the smaller exploratory hexes. I haven’t fully thought through the execution yet.

This allows you to key the obvious paths in advance, while continuing to use whatever procedure you usually use for hex exploration if the party leaves the beaten path to wander all that whitespace.
 

Serensius

A FreshHell to Contend With
Really glad I found this thread, lots of good points here.

I've been obsessing over the idea of a wilderness exploration for years now, ever since reading about the West Marches campaign, the Alexandrian's excellent hexcrawling procedures, and playing Skyrim with tons of survival mods. The campaign I started ran for 20-something sessions eventually collapsed, as did a subsequent attempt to revive it. I think I learned a lot of lessions the hard way.

The campaign's central premise was that the characters have come north to explore the frozen region of Riefenheim, which hasn't been settled by humans for a hundred or more years. There's a town that functions as the player's base, but beyond that, no civilization. The further out you go, the more dangerous it becomes, but also more rewarding. Characters weren't paid to explore the region, but they had dibs on any loot and naming rights for all landmarks they discover (which was hilarious the first few sessions). Expeditions were intended to take 1-2 weeks in-game time, leading to a campaign where time would pass by meaningfully and you could have a change of seasons.

It was an open table game, with 10+ players. Characters had to return to town at the end of each session, to make scheduling sessions easier and to avoid them splintering into separate group. A designated player would draw the map for the session, while another wrote a journal entry. Players were not shown the hex grid, but travel was handled on an hour-to-hour or day-by-day basis. I would describe the landscape that they see, and they would navigate by landmarks/the shared map. Oh, and the game was run over roll20 + discord, and later over Messenger/Slack.

To be honest it was a mess. Players would always underestimate travel times, and end up spending most of the session trawling through the wilderness. Sometimes they would get hopelessly lost and never find anything interesting, and just lose interest in the session, leading to one or two players picking up the slack. Other times they would find large dungeons and just repeatedly hit them instead of exploring. And no one ever drew the map beyond the first few seasons. Part of it was probably that they were a relatively new group of players with different ideas of how the game is played (focusing on backstory and character development vs. goofing around vs. pragmatically playing the game etc). But mostly I think it was my failure/inexperience in creating a good sandbox.

This post is already getting way too long so here are some lessons from a noob, as bullet points:

  • It's damn hard to describe a detailed 360-degree, 3D landscape without a visual aid. Your descriptions will become read-alouds, which we all know no one pays attention to.
  • Landscapes and landmarks have to be really distinct and memorable
  • Content density is incredibly important, as Melan noted above. If there isn't enough stuff to discover, players will
  • Connections between content are alpha and omega, if you want to have a campaign like this. Players have to become increasingly invested in pushing the frontier
  • For God's sake, simplify your traveling rules. I based mine on base movement speed in D&D 5e, which can range from 25 to 50 feet, and then factored in encumbrance level, terrain, and snow
  • Dungeons that are too big will become a focus for the players
  • Players don't want to work hard to maybe find something
  • Returning to town empty-handed feels like shit. It should be possible but the players should deserve it, it shouldn't happen every other session
  • Don't get hung up on details. I spent way, way too much creating an elaborate procedural weather system, which could have been spent on making content
  • Also don't get too hung up on real measures of traveling. A person can walk 3 miles in an hour, sure, and that lines nicely up with the distance to the horizon on a flat plain (also 3-ish miles). But you could fit a hell of a lot of content in 3 miles.

I'm currently in the process of rebuilding the entire sandbox, by splitting it up into discrete regions, and mapping each region in a point-crawl-ish manner, then drawing the terrain around it. Also putting in a lot of working in building logical connections between all the different points of interest. And considering scaling the terrain in some way, where let's say 3 miles in game = 1 IRL mile, to be able to create more easily fathomable landscapes while maintaining the logic that distance to the horizon = walkable in one hour.
 

Yora

Should be playing D&D instead
The campaign's central premise was that the characters have come north to explore the frozen region of Riefenheim, which hasn't been settled by humans for a hundred or more years.
Yoink!

A land that has been inaccesible for a century for not really understood reasons is starting to become exploreable again, with the ruins and remains only raising further questions.

I want to use that one day.

It's damn hard to describe a detailed 360-degree, 3D landscape without a visual aid. Your descriptions will become read-alouds, which we all know no one pays attention to.
Players don't pay attention to artistic and aesthetic descriptions. My hypothesis is that players are automatically trying to filter out the window dressing and identify the pieces of information that seem relevant to their future decisions. It might not even be that they don't care, but are trying to separate the wheat from the chaff so they don't miss anything important. When you describe things, concentrate on things that players would regard as relevant to what they decide to do next. It's the decorative bits that need to be limited to one or two sentences.
 

The1True

My my my, we just loooove to hear ourselves don't we?
And no one ever drew the map beyond the first few seasons
I've read a bunch of blogs that tell you not describe the map in terms of hexes to the players, but the original hex-crawl adventure, X1 gives you a player map with a vast empty interior full of blank hexes. That was frickin awesome! Filling in the blanks one by one is fun and easy to do as opposed to making guesses and scribbling in freeform on a blank piece of paper. What do you do when the characters get lost? start a hex map on another page and transcribe it over to the main map when people finally get pointed in the right direction. Problem solved. But hexes ruin the players' sense of Immersion! Pshaw, whatever, we're playing a tabletop game! Filling in the blanks on a finite map, like mowing the lawn, comes with a deep and satisfying sense of accomplishment.
 

The1True

My my my, we just loooove to hear ourselves don't we?
It would be super cool if we could use this thread to work out a publishable form of hex notation that satisfies all the issues we've raised in the last few weeks. I've been banging my head against the idea for a while (moreso since this thread started) for my own mini-campaign. If I thought people would be down for further discussion, I'd be cool with seeing what we come up with pop up in other people's work...

Just to lay out where I'm going with this: I think a lot of people who have commented here prefer Point or Path Crawls and I'm a big fan of those tools as well, I just think they break down in a wilderness with a lot of interactive features. I think a good campaign should have Point objectives reachable along Paths with diverging features and all of that should be layered on top of a robust Hex map that can be systematically explored in the event of players wandering off the narrative or just wanting to clear away the unknown. I guess my personal objective is to build a thorough gazetteer of briefly detailed hexes and then a separate book with campaign-based objectives reachable via simply mapped path crawls (and if the players don't want to travel your path, you have the gazetteer to fall back on).
 

Serensius

A FreshHell to Contend With
Yoink!

A land that has been inaccesible for a century for not really understood reasons is starting to become exploreable again, with the ruins and remains only raising further questions.

I want to use that one day.
🍻

A challenge with this concept is that there aren't any settlements (human ones, anyway) where the players can get more information about the local area. So you gotta have a good rumor mill in town, lots of information discoverable "in the wild", and/or players who see the value of befriending the monters.

Players don't pay attention to artistic and aesthetic descriptions. My hypothesis is that players are automatically trying to filter out the window dressing and identify the pieces of information that seem relevant to their future decisions. It might not even be that they don't care, but are trying to separate the wheat from the chaff so they don't miss anything important. When you describe things, concentrate on things that players would regard as relevant to what they decide to do next. It's the decorative bits that need to be limited to one or two sentences.
Good point. I think with this hexless style that I was running, it's very hard to do this. If you concentrate on just a few details, players miss out on details for the map, and you risk describing locations inconsistently, which makes navigation even harder for the players. I think there's just altogether too much information that needs to be communicated at once, especially when you're not running the game face to face.

I've read a bunch of blogs that tell you not describe the map in terms of hexes to the players, but the original hex-crawl adventure, X1 gives you a player map with a vast empty interior full of blank hexes. That was frickin awesome! Filling in the blanks one by one is fun and easy to do as opposed to making guesses and scribbling in freeform on a blank piece of paper. What do you do when the characters get lost? start a hex map on another page and transcribe it over to the main map when people finally get pointed in the right direction. Problem solved. But hexes ruin the players' sense of Immersion! Pshaw, whatever, we're playing a tabletop game! Filling in the blanks on a finite map, like mowing the lawn, comes with a deep and satisfying sense of accomplishment.
I totally see that, and ironically as a player I think I'd love that type of campaign. There's definitely a cost in in terms of gaminess vs. immersion, but it might be worth it for clarity's sake. Confused players are generally demotivated players.

It might be good to define the exact nature of a hex, though. There's a lot of advice online already about choosing 1mi vs. 3mi vs. 6mi hexes, but as you pointed out earlier in the thread, even a 1 mile hex can fit a lot of varied locations. The human mind boggles at imagining these spaces. Like I mentioned in my previous post, I like the 3 mile hex, since that implies that on a flat plane, where the distance to the horizon is roughly 3 miles, a party in one hex can see center of all neighboring hexes, and tall landmarks can be seen from x hexes away.

That idea of scale is often discussed from a perspective of realism, but I'm wondering if it really boils down to the question of what a hex represents. Is it somewhere that the players get to and spend time in? Do players abstractly "explore" a hex with a dice roll, as some hex crawl procedures call for? Or does each hex have a concrete representation of the contents within it, ala Courtney Campbell's Hexplore series?

How much content do you then put in one hex? And how long do you expect the players to spend in one hex?

Another things to consider is the idea of an exploration campaign as one that consists of epic journeys. If that's something you want in your campaign, then you probably want at least a few in-game days to pass each session (it takes a long time to reach Lonely Mountain). If you're running 3 mile hexes, and you use the generally accepted wisdom that a party can travel 24 miles a day, then that's potentially 8 "decision points" every in-game day, where they have to decide which direction to go. Taken to the extreme, a session lasting an in-game week would then have 56 of these decisions that players have to make, leaving little time for actual dungeon gameplay. Pointcrawls obviously get around this by having paths of variable length from each Point, aka not forcing players to pick a new hex every time they want to move forward. Letting players head in one direction and narratively skipping hexes can do this too, of course.

So there are some interesting things to use from realism, but it creates tedium when strictly adhered to. I'm wondering if there is some value in considering a "scale model" approach, as mentioned in my last post, where for instance 3 miles in game = 1 mile in game. This could give you the "epic travel" scale in game while keeping the landscapes in each hex more easily comprehensible. It might be kinda videogamey (think Skyrim where every Hold is supported by like literally one farm, and a city = 50 NPCs, but the place still feels real), but maybe that's not such a bad thing, if the alternative is overwhelming the players?

Your idea for a wilderness gazetteer sounds really amazing btw - would definitely buy.
 

Yora

Should be playing D&D instead
It would be super cool if we could use this thread to work out a publishable form of hex notation that satisfies all the issues we've raised in the last few weeks.
Feel free to start one. We got all the space we could ever need here.
 

squeen

8, 8, I forget what is for
When I first assembled the world map for our home campaign, I found myself putting interesting items WAY too close together. It becomes a bit like B2 with kobolds living right on top of orcs on top of gnolls. The only way for the various factions/kingdoms/ruins to remain mysterious or functionally independent is for there to be a certain amount of remoteness to them. I then started thinking about everything in terms of 8-league (24 mile) units---i.e. how many days of travel (on a road or path) to get between these things makes sense.

After that, it started to make sense (in terms of villages/roadhouses/etc) to have a place along the road that is the customary night's destination---a place that the locals (if there are any) would usually stop, or some sort of ruin if it is now abandoned.

Lastly, other encounter-sites seemed to make sense as the predators set up camp to prey on the passer-by(s).

Ultimately, the distances and outdoor (not necessarily wilderness) travel became a mechanics by which the party is forced to make decisions with regards to time. If an army was going to attack an output in a day or two, then traveling a week to warning the king wasn't going to work. This logically led to a big surge in interest with regards to magical transportation and a weighing of those risks (i.e. teleportation accidents, gates, etc.).

Lastly, travel provides the opportunity to throw a monkey wrench in the party's logical (and linear) plans but introducing something new (and not necessarily random) on the road or at the next way-point. That doesn't always have to be something new and dangerous, but could be bumping into an old acquaintance who needs help (another decision point/time-suck/side-track).

At the beginning of the home world-travel campaign (over 4 years ago now), it took almost a full year of playing for the players of locate and enter the main-objective dungeon. During that process, they absorbed a lot of setting/historical perspective in small doses. The dungeon/underworld was scary, and they evenutally wanted out---returning to the civilized world for those wonderful "It's YOU! We all thought you were dead!" moments, as well as being more capable of participating in world/poltical events.

At some future point I'd also like to post some travel ideas that came to me after hiking a fairly isolated Spanish Camino over the past few weeks. In a nutshell: 16 miles/day semi encumbered is not bad---24 miles/day is a bitch. Forget about it in heavy armor!
 

TerribleSorcery

Should be playing D&D instead
I don't know if all of you are aware of this one, but: http://steamtunnel.blogspot.com/2009/12/in-praise-of-6-mile-hex.html

Anyway. I have been running a wilderness sandbox for a while now at home, with no megadungeons or anything. Just hexes as far as the eye can see. I have made lots of mistakes, but learned quite a bit. A few things I've noticed:

1 - In a real freewheeling wilderness sandbox like my game, hooks and connections between hexes are paramount. I am fortunate enough to have one player who gets into the setting, takes notes and plays his character to the hilt - he can singlehandedly drive this sandbox-train by himself if I let him. Not everyone has this kind of player though, of that I'm sure given the rest of my group! You have to feel out your people and see what they're interested in, but this is true of the game all the time anyway! At the early stages I had to give them 'missions' from NPCs who needed something done, but it has gathered its own momentum now, and there are nearly enough plates spinning to keep us all occupied and interested.

2 - Conversely, don't give your players too many clues at a time! I think I have doled out way too many in the last few sessions, and sometimes they seem to have absolutely no effect! (option paralysis?)

3 - I put something noteworthy in every single hex, although not always an adventure location. Could be as simple as an old signpost or some other kind of landmark, although they all relate to the setting as a whole in some way (usually I add several bits to a hex when they are this minimal). Every time the players pass through a hex, there is a chance they will uncover some "hex content," unless they're travelling an established path like a road or river. As a result, my map is fairly small and only half the damned hexes are stocked so far! This only works if many of these hex locations are WORTH A RETURN TRIP. Not just the classic 'large dungeon' but the goblin market, observation tower, bridge over a raging river, etc - all of these strategic points become fodder for adventure, interaction with NPCs, combat, whatever you like.

4 - I do understand the 'Lewis and Clark' mentality mentioned earlier with long distances, very few strange locations, etc. I am often lashed by the disciplinary stick of realism as well... But fuck man. This is a fantasy adventure game, and sometimes we let ourselves forget that. Don't hobble yourself. Put something cool in every fucking hex. Have fun with it. Why are we even doing this with our time? If I want realism I'll walk out my front door.

5 - Systems for adjudicating travel times and stuff: This is the easy part. Go check out the alexandrian, or papers & pencils had some good ones back in the day that were a simplification of Pathfinder's movement rules (relevant to me because I do run that system for my friends). Just write them on a page in your notebook next to the map.

5b - Serensius, some of your comments confused me. Why would the players have to make a new decision about where to go upon entering a new hex? Surely they are saying something like "We want to go east, the old gypsy woman/dying man's last breath/scrawled treasure map said there was something cool that way," and you adjudicate what happens as they travel east. An encounter, describing a location, whatever. What need is there to say "well you guys have passed the hex barrier. Still wanna go in this direction?"

More will come back to me in a minute I'm sure.
 

squeen

8, 8, I forget what is for
2 - Conversely, don't give your players too many clues at a time! I think I have doled out way too many in the last few sessions, and sometimes they seem to have absolutely no effect! (option paralysis?)
I've noticed this too---but I've had a bit of a change of heart about this because I noticed something happen over time. The first time the party visit a local, they just seem to absorb it without much action. It's hard to tell if it's having any effect on their sense of adventure. BUT, it's when they come back a second or third time (often much, much later) that they start to manipulate the environment, pick up on things you thought went over their heads, and start to hatch plans. It's cool.
 

Serensius

A FreshHell to Contend With
I don't know if all of you are aware of this one, but: http://steamtunnel.blogspot.com/2009/12/in-praise-of-6-mile-hex.html


Anyway. I have been running a wilderness sandbox for a while now at home, with no megadungeons or anything. Just hexes as far as the eye can see. I have made lots of mistakes, but learned quite a bit. A few things I've noticed:

Lots of interesting points here.

So are you running 6 mile hexes? In other words, when the players are in one hex, they don't see stuff in surrounding hexes?

How big is your map? Also, do you have any level scaling in place (like, the further out, the higher level things are)?

5b - Serensius, some of your comments confused me. Why would the players have to make a new decision about where to go upon entering a new hex? Surely they are saying something like "We want to go east, the old gypsy woman/dying man's last breath/scrawled treasure map said there was something cool that way," and you adjudicate what happens as they travel east. An encounter, describing a location, whatever. What need is there to say "well you guys have passed the hex barrier. Still wanna go in this direction?"
My last post was probably a result of severe overthinking the last few years. Obviously if the players head in a direction I would narrate the journey without mechanically stopping at each hex. But I guess my question is how to handle stuff players spot on the way that might warrant their attention (especially relevant in a dense sandbox).

So for instance, they go east following the scrawled treasure map. On the way, there is a dark, crooked tower, smoke rising in the distance to the north, and a sword buried to the hilt in a boulder. It doesn't seem right to just go "You reach the spot on the map. On the way, you see X, Y, and Z," as the players may have wanted to stop at any of those locations. That's what I was referring to in regards to eight potential "decision points" in a day of traveling through 3 miles hexes.

My perspective is colored by the fact that I've tried to use very concrete representations of terrain. What I describe to the players is exactly what's drawn on the map: A moss-covered ridge running north to south, a pass between two thorn-shaped mountains, etc. So there's no dice roll to determine if you see hex content or not. If it's in the party's line of sight (LoS), they see it. I ran the game in roll20, using the dynamic lighting function to determine LoS.

I'm attaching a screenshot in the spoiler tag here. The silver circle is the player token, and the circle of bright light around it is the 3-mile radius of their LoS. Around it are grey bands to help me notice any landmarks in the distance. So if the players were standing in this position, they would see everything in the bright circle, plus the hill to the right, since it has a height of +2 (visible from 2 hexes away).

3 mile radius.jpg
 

TerribleSorcery

Should be playing D&D instead
I am running 6-mile hexes, that article sold me on it.

In point of fact, my wilderness map used to be just a hexless drawing, and I would kind of squint at it and estimate how long it took the players to travel a certain distance. Many of the 'hex locations' on my current map were entries on a 'random landmarks' table I had so they could find interesting ruins, clues, whatever during their travels. Like I said, I've learned a lot since then.

Sight Distances - When it comes to 'hex sight distances' I do cheat a little bit. Right next to the village where adventures begin, the terrain is a dense tropical rainforest which reduces visibility severely. Also it's under a magical effect so it IS ALWAYS RAINING. Even if they find a break in the trees (they won't), the PCs can't see very far. This was a decision based purely on imagery (I just wanted a dense rainy jungle adventure) that has accidentally produced several benefits. When I started the campaign I had one town, one adventure location and a few little bits in between, basically enough for three or four sessions. I have built everything else up piece by piece since then, so it worked out beautifully that they could never "see into a hex" that I hadn't yet detailed! Further out the terrain does change but it's all fairly tough to see through (cypress-choked swamps, hills shrouded in perpetual mists, forests of gigantic petrified trees, you get the idea). This really helps when it takes me a long time to think of good hex-stocking ideas. If you want to run a desert adventure, your mileage may vary.

Size - I have a 17x19 hex grid. Maybe half the hexes are filled in (I know what kind of terrain is in there), and maybe half of THOSE are actually stocked with something playable! Because the landscape is so difficult to travel through, it takes the players a long time to get anywhere and they do end up travelling over the same ground a fair bit, dealing with factions and pursing various leads. This is definitely not a Marco Polo-style journey! The furthest any party has made it from civilization is about the middle of my map, 6 days travel from the town.

Difficulty - I do indeed scale the difficulty of the world based on distance travelled. It all happens to fold into the central campaign conceit of exploring a "lost world" forgotten by civilization. Like so many others, I was inspired by the original West Marches posts to create my game (when I read these, I didn't even know what a sandbox WAS). http://arsludi.lamemage.com/index.php/78/grand-experiments-west-marches/. There are multiple low-level areas, but the further you travel from home, the nastier things get. I view it almost like dungeon levels - you can choose your own level of involvement, and there are clear signs when the the difficulty might be ramping up as the terrain changes.

So for instance, they go east following the scrawled treasure map. On the way, there is a dark, crooked tower, smoke rising in the distance to the north, and a sword buried to the hilt in a boulder. It doesn't seem right to just go "You reach the spot on the map. On the way, you see X, Y, and Z," as the players may have wanted to stop at any of those locations. That's what I was referring to in regards to eight potential "decision points" in a day of traveling through 3 miles hexes.

My perspective is colored by the fact that I've tried to use very concrete representations of terrain. What I describe to the players is exactly what's drawn on the map: A moss-covered ridge running north to south, a pass between two thorn-shaped mountains, etc. So there's no dice roll to determine if you see hex content or not. If it's in the party's line of sight (LoS), they see it. I ran the game in roll20, using the dynamic lighting function to determine LoS.
Okay now I see what you mean. I use more-or-less the hexcrawl procedures from the Alexandrian, here: https://thealexandrian.net/wordpress/17308/roleplaying-games/hexcrawl. This is HIGHLY worth reading, even if you don't subscribe to the rules-dense approach that Justin does.
So unless the 'hex feature' is something large & obvious like a city, I roll to see if the characters have found it. As a result, my guys can travel quite a while without finding anything - this is okay, because they'll probably be back through this territory later on for some other reason, and have a chance of finding the hex contents then! Also you have to be okay with your players blithely walking past cool stuff. If they have free choice, then they're free to miss things or take wrong turns.

(I feel that reading "Le Morte D'Arthur" as a lad influenced my approach to the wilderness. Has anyone else ever noticed that all those questing knights are hexcrawling like mad? Why are there so many castles in the kingdom that nobody knows about, with strange magical effects, ruled by a villainous knight, or crammed full of eligible maidens? Arthur and his knights are constantly tripping over these places within the kingdom he ostensibly owns.)
 

The1True

My my my, we just loooove to hear ourselves don't we?
Feel free to start one. We got all the space we could ever need here.
Well, you called my bluff on that one Yora. I've been circling around this notation problem for about a year, scared to do anything about it. So let's try this. I picked a relatively boring hex on my map. I'm using 1 mi hexes on a 30x30 grid. I'm not inviting criticism of the content here, but rather the presentation of content. Specifically whether we are getting the most important information immediately at a glance. Here's my first attempt:

7

There are about 800 of these. I need to cram as many as I can onto a 2 or 3 column page. I wanted to put a little hex diagram with each one showing what you can see in neighbouring hexes, as well as any other pertinent map annotations, but it just isn't practical with this many entries.
I had to save it as a JPG so people could see my formatting. Here's the actual text if anyone feels compelled to mess around with it:

(03.07) Lost Scouts
CR 9 Hills Navigate: DC 10
Spot: 2d10x10’ Horizon: 24 hexes
Enc: 5%/hr
Road: NA Track: 40 min
Trackless: 1hr Caut. Exp.: 4hrs
Hills: Rocky, Difficult Footing (3/4 Mv), Medium (400'), Gentle Slope.
Skeletons: The skeletal remains of an unfortunate party of elven scouts can be found in a narrow rocky defile.

It occurs to me I need to add a Hooks or Links notation as well so the viewer can see what other hexes, rumours or research, if any, it's linked to.
CR: I've got levels of difficulty radiating out from the main home base.
Navigate: the difficulty to keep from getting lost while exploring.
Spot: the Spot distance.
Horizon: Still working the kinks out of this. I <3 Serensius' idea of noting on the map objects that can be seen from a distance. Anyway, this is technically how far PC's can see major landmarks from this hex.
Enc: The percentage chance of an encounter every hour per DMG 3.5 (don't hate)
Road: Time to travel the hex on a road. NA = no road.
Track: With a successful Survival (or whatever) roll; how long it would take a regular party (30 Move in 3.5) to use paths to cross the hex.
Trackless: How long to cross the hex without looking for a trail.
Caut. Exp.: How long to Cautiously Explore the hex. Allowing the party to automatically find or at least have a passive roll to find all non-landmark features.

Anyway, I'd love to hear what people think!
 

Yora

Should be playing D&D instead
I said new thread, to keep this from becoming a hexcrawl thread. But whatever.
 

Serensius

A FreshHell to Contend With
Terrible Sorcerer said:
Sight Distances - When it comes to 'hex sight distances' I do cheat a little bit. Right next to the village where adventures begin, the terrain is a dense tropical rainforest which reduces visibility severely. Also it's under a magical effect so it IS ALWAYS RAINING. Even if they find a break in the trees (they won't), the PCs can't see very far.
That works well. Obviously in forests etc line of sight would be much shorter. How do you run content inside of one of the hexes, though? This approach seems well suited to a multi-layered type of wilderness that @Melan posted a link to earlier, where each hex can have a pointcrawl or similar structure.

The1True said:
Here's my first attempt:
Very cool. The notation already seems to pack in a lot of info, definitely seems like it would be easy to use at the table.

A few thoughts:

Great idea to have a simple semantic name like "Lost Scouts" instead of just coordinates.

Could the spot distance be rolled into the encounter table? Meaning, when you roll for an encounter, there is a small table above the encounter entries showing the spot distance for each terrain type. I would imagine that's the only time you actually need it (unless you use it for something other than encounters).

The same applies to the rest of the terrain information. If the movement rates, Navigate DCs etc are the same for all hexes with Hills terrain, could that be moved to a separate table? I wasn't sure what all the information under Hills meant though, such as Medium (400').

As a more general point though: Is it really necessary to have lots of different movement penalties per terrain, e.g. 1/4 speed, 1/2 speed, 3/4 speed? In my campaign I simplified it to difficult terrain = 1/2 speed, regardless of type. Sure, it's less realistic, but it's much simpler to deal with both for the DM and the players, and has roughly the same effect: either terrain is easy to cross, or it isn't. Alternatively you could have difficult (1/2) and very difficult (1/4) if you want more granularity.

Horizon: Still working the kinks out of this. I <3 Serensius' idea of noting on the map objects that can be seen from a distance. Anyway, this is technically how far PC's can see major landmarks from this hex.
Glad to see some appreciation for this idea. It's worked fairly well, although it requires some marked to help you notice them when describing each hex. Also, it requires compromising realism somewhat to be manageable. If characters can see as far as 24 hexes away as in your example, I think that would be difficult to display on the map.

I'm curious about how you run the 1 mile hexes. How many hexes do players typically go through in an in-game day? How many per session?

Also I guess we should move this discussion to another thread? Don't wanna hijack your thread @Yora, not all wilderness adventures are hexcrawls after all.
 

Beoric

8, 8, I forget what is for
Well, you called my bluff on that one Yora. I've been circling around this notation problem for about a year, scared to do anything about it. So let's try this. I picked a relatively boring hex on my map. I'm using 1 mi hexes on a 30x30 grid. I'm not inviting criticism of the content here, but rather the presentation of content. Specifically whether we are getting the most important information immediately at a glance. Here's my first attempt:

View attachment 7

There are about 800 of these.
That is a lot of work to do 800 times, especially if you are doing it for a home game. However, a good procedural generator that spit out that information, especially one that could be automated, would be very useful.
 

Beoric

8, 8, I forget what is for
Has anyone ever seen a really good procedure for dealing with long distance travel? Something where the travel time is measured in weeks, and a standard hexcrawl would either lead to so many encounters that the trip never seems to end (if the hexes are standard size), or to fewer encounters which are effectively pointless in standard attrition based D&D because most resources are replenished daily (if the hexes are bigger).

I guess the underlying question is, what is the measure of attrition that should be used to drive decision making in long distance travel?
 

Palindromedary

*eyeroll*
Has anyone ever seen a really good procedure for dealing with long distance travel? ... I guess the underlying question is, what is the measure of attrition that should be used to drive decision making in long distance travel?
I've never seen it: I think most aren't interested in justifying a trip of that length, because why not just place the players somewhere with sufficient adventure nearby to start? I imagine it would involve changing the nature of encounters more than anything, so that you only have the manageable few but at the same time having it make sense that we're zooming in on the ones that you do. So you handwave away the small-scale stuff: "yeah, there were some orcs and bugbears along the way, but you deal with them easily enough", and then pull out something more notable in terms of power or depth "you find a dungeon you may want to note for later; there's an orcish warband some 200 strong that looks to have wandered into the area; a dragon has been spotted over the hilltops a few miles to the east").

Even then though, that works from a general storytelling perspective but it doesn't necessarily meet your attritional goals. I'd be tempted to break the journey up into manageable chunks in any case, if only because players are going to need to shack up to heal at some point and can't possibly bring enough food to last them an entire epic journey.
 

DangerousPuhson

Should be playing D&D instead
Most long-distance travel IS the adventure, so I think that's why very little has been formalised. If players hear "it'll be a harrowing six-month journey, across the burning sands of the Al-Ghareem, through the fly-riddled Swamp of Dying Breaths, and over the perilous Silver Mountains", they don't want that to be hand-waived with a dozen random encounter rolls and the occasional guy with a broken cart on the side of the road; they want it to feel long and epic. It'll take the group six months in real life to play through it, and the payoff will be much greater for them.

That being said, as a DM, if every time I wanted to change biomes so we can go from an arctic adventure into a lost ruins in the jungle type scenario, it would become a massive pain in the ass to have to commit a year just to do it. In my case, that's where teleportation magic or airships or whatever comes into play. Nice thing about those solutions is you can make them as complex or simple as you want - quick swap to another biome for an adventure? This wizard will teleport you there for a fee. Want it to take longer and feel more epic? Well, he won't teleport you there just for anything - you'll need to recover the Hand of Osiris for him first, and don't bother trying to teleport yourself because the Obscuring Dust Storms are in full force in that part of the world right now, so you'll need some stronger magic to do it. Or maybe some engineer will let you use his airship, but you gotta kill some smart-ass wizard looking for the Hand of Osiris for him first. etc.
 
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