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Hex Crawl Rules System Recommendations?

Started by Tyndale, January 18, 2014, 12:22:47 PM

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Tyndale

I never gave hex crawls much thought, but I'm itching to kick the tires of this angle of gaming.  I found a few methods/systems out there via web search and will likely end up making my own hybrid rules in the end.  With this said, I am wondering if folks have suggestions on "must reads" rules - What rules are you using?  What rules to you like?  And just to be clear, I am more interested in rule mechanics at this point than how-to-design (that's my second endeavor).  Thanks in advance!

p.s. Just for clarity, I am using OSRIC.
-The world grew old and the Dwarves failed and the days of Durin's race were ended.

S'mon

There's a lot of stuff in eg the Moldvay-Cook/Marsh BX or the Gygax 1e DMG on Adventuring that the value isn't really clear until you apply it mechanistically for hexcrawling. Eg I used M-CM Weather & Encounter rules GMing the sea voyage to the Isle of Dread recently, and they worked brilliantly with the continental hex map. Likewise the rules on getting lost, encounter evasion etc. The M-CM sea Weather generator for instance varies distance travelled according to wind conditions. Combine with getting lost, gales causing chances to sink etc, and sea voyages become realistically scary!

talysman

I did some reviews of the hex generation methods of several systems (easiest way to find the reviews is through the review tag on my blog.) I was particularly interested in whether each system was usable in play or better reserved for prep beforehand.

I'd say that the best choices for you would either be the elaboration Kellri did of the 1e DMG system (see CDD #4 on Kellri's blog,) or the Wilderness Hexplore system\, Jed's elaboration of the old Judges Guild system.

An alternative would be to get Fight On! issues 2 and 3 for the Wilderness Architect articles and mod in some tables for subhex detail, perhaps from Wilderness Hexplore, Judges Guild Ready Reference Sheets, or Kellri's CDD #4.