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File: 1573250783981.jpg (49 KB, 460x562)
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I'm thinking about overland travel and hexcrawls. I really like the idea of a blank hex sheet for players, and then filling it in as they go. I like the idea of them being able to see gaps where they haven't been and making choices about where to go.
What I don't like are the procedures I've seen so far about resource use, getting lost, counting travel points/speed, etc. Are there any games with procedures which are minimal and "easy?" I don't mind (might prefer) if the complications are mostly random encounters or Save Vs Damage for taking routes through hostile terrain but I don't think my players will much enjoy more than rudimentary ration counting and so on.
Also, are there any hexcrawls with abstract scale? As in 1 hex is a day's travel, not X miles.
>>
Have you tried playing DnD?
https://www.youtube.com/watch?v=eC-h1haFSIA
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>>98417128
I'm mad that the thumbnail is just a single hex with Chad hair.
I think doing this would've been significantly funnier.
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>>98416982
>likes 'idea' of hex crawling
>doesn't like anything it is besides colouring
Just give them a hex map and some coloured pencils but make it up as you go or otherwise try and tie it into how you already play if all you really want is the aesthetic of hexes. Maybe lift some of Perilous Wilds.
They're for travel over time with medium granularity to zoom in or out easily depending on events so if you oversimplify them they simultaneously fall flat when the exploration becomes clearly meaningless and the lack of mechanical depth repeats itself too many times in succession.
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>>98417128
That's exactly not what I was asking for.
>>98417431
I mean, kind of? The "completion of exploration" without the logistics. My players consider rolling any dice to be plenty of mechanical depth.
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>>98417586
>I mean, kind of? The "completion of exploration" without the logistics.
You need to trick them into thinking they're exploring. Its more work and less fulfilling for you but that's where you're stuck. Pick up whatever you think looks cool and don't worry about the rules at all, they won't be able to tell the difference but at the same time won't enjoy it for very long.
Sucks to suck.
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>>98416982
I mean, you seem to have the whole system right there in your OP post.
>1 hex is 1 day
>1 hard hex is 2 days
>Roads cut time in half
>Horses cut time in half on suitable terrain
>Boats exist
>roll 1d6 for each hex. On a 1 in regular hex or a 1-2 in dangerous hexes an encounter occurs
>In hostile terrain roll another 1d6, on a 1 the party scout/person in front must roll save vs damage. If they fail the person behind them must also roll, so on and so forth
>1 ration per person per day
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>>98416982
Since you want to do the thing without actually doing most any element of the thing, it sounds like you just want a series of random encounter tables: not just monsters, but hexcrawl contents. In other words, the end results, without any of the process to get there. Why not do that, then?
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>>98418863
I genuinely might put that into full sentences and go with it if no other alternative emerges.
>>98418880
What I want, most of all, is a way to make exploring a setting feel less blank page-y and to unstick them from analysis paralysis, without adding a level of bookkeeping and rigour that I think will switch them off. A blank (and soon partially-filled) hex sheet codifies where they've been and contains implicit "well gee I wonder what would happen if you went here" spots.
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>>98418914
Anything else you want in your ruleset? I'm the modern day Amadeus over here.
Here, I'll give you one for free:
>Flight ignores terrain modifiers and quarters time.

Just a taste of my godlike power, on the house
>>
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>>98418932
Oh it's like that, is it? Gimme a minute, lemme cook.
>>
>>
i don't see what's difficult about the B/X rules tbhaiche.

the only point of contention is the whole 'veering off in an unintended direction' thing. obviously that happens IRL, but then what, the mapper just draws the wrong hexes until...when? one day they just have to break out the eraser and redraw a whole bunch of hexes...?

IMO, axe that rule. or just outright tell the group: 'you think you're heading due east, but you veer too far to the right. so mapper, that's actually the south-east hex.'
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>>98419430
There's nothing wrong with them per se, but my players will probably not enjoy them as they're very precise and specific. Plus there's the consumption of resources, which will lead to them getting paranoid about them.
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>>98419461
>Plus there's the consumption of resources, which will lead to them getting paranoid about them.

GOOD.
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>>98419464
Hey, I don't disagree, but they won't like it.
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>>98419511
fair. i mean HOPEFULLY you/they see the basic risk/reward system of it all, right? unless you're playing LotFP, it's not pointless or actively cruel for no reason. if you go into the desert IRL, you need to think about how much water you're carrying.

i know that's tedious to some people, but personally i can't think of anything more boring than
>torches? nah m8, i'll just use my infinite Light cantrip.
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>>98419543
I think you and I are on the same page.
The reason I wanted to even try hexcrawls with these guys is because they are prone to analysis paralysis and blank page syndrome. In short, they freeze up or chase their tails over possible (though unlikely) risks. If I tried to run a desert by the traditional rules, they'd be bickering about water and salt til forever and we'll never get any gaming done, and nobody will be happy. However, if I have a hex sheet and an orderly procedure for moving around it they have 6 options to choose from any given travel day (5 if you discount doubling back) and a handy way to check out where's been visited and where hasn't.
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>>98418991
>>98419164
That's some good .txt right there.
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>>98419585



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