So I’ve been trying (and mostly failing) to prepare for a quick little hex-crawl game to run with my wife. A big problem for me is, apparently, “information architecture” or “how do I know what I know?” I thought I’d use some space here to talk about what my plans are, structurally.
I’m planning on using a six mile hex as the basis of my map, and I’ll plot geography based on Welsh Piper’s guidelines (though it’s a bit of a kludge since I’m not using their Atlas Hex, template for now). The bulk of my hexcrawl system I’m going to be taking from The Alexandrian (though it seems to have stalled after the 7th entry); I’m planning on keeping the hex structure invisible to my players, and Justin has a good system for tracking progress over the grid, getting lost and getting found, sight lines, encounters and encounter distance, and so on. I’ll be keying each hex to a ‘default location,’ and then building up encounter tables. (Of course, on a 180mi by 180mi map, that’s 800 to 900 unique locations to key…) Justin hasn’t given us an example of his tables yet, and I may use some combination of the one-page encounters, multi-table encounters, and hand-keyed encounters I’ve mentioned before.
I’m using the time structure I mentioned before (with simple actions taking a minute and longer actions taking a turn, when it matters to track them). I’m going to have 4-week month (aligned with the cycle of the moon), 13 months in a year (for 364 days total).
I’m putting together a year of weather per Gnome Stew’s suggestion, and may be incorporating other systems from Dragon 137 and the Wilderness Survival Guide (both of which I’ve recently purchased). I’ll probably use a tracking sheet not unlike the one that inspired Gnome Stew.
I feel like I’m still missing some structures that I need to account for, and this doesn’t get into the real meat of the setting (ie, the city-states and societies that will be the focus of the crawl).