Post by The1True on Aug 17, 2019 8:09:16 GMT
cool.
Next question: I'm partial to the 1 mi hex because I think you can fit a great deal into that area, but it occurs to me I've been doing all my recent hex-crawl creation in areas of dense forest and hills which I can easily equate to the rural areas in North America or Europe that I frequently explore. You can easily get lost in a one mile woods and discover all sorts of lost and secret things as well as run into more than one feature like a settlement or habitation. In the Wastes this might be different; sight-lines would stretch all the way out to the 3 mi mark and large features would be more easily visible from a distance.
I'm starting to think maybe I should keep the above grid but size the hexes up to 3 mi hexes (bringing us up to a 79x72 mi area). The added advantage might be that with longer distances we could add a little mercantilism to the game, running or protecting trade routes. And later, ambitious PC's might have space to build or be granted their own outposts in the Wastes. The scale is easily switched, so the decision doesn't have to be made now. I guess we'll look at how long it takes to get around once all the movement penalties from rough terrain are added up. I don't want the players to be stuck managing resources and camping out all the time between actual interesting adventure activity. The aim of my travel/exploration mechanics would be to force players to manage resources and observe wilderness protocols on initial exploratory expeditions, but once they know a route and have access to mounts or guides, they should be able to get from safe settlements where they can shop and heal to adventure destinations with no more than a day's travel and little to know hassle.
*it's funny; I'm fine with imperial measurements at the tactical level, but can we all agree the Mile really is a ridiculous thing? I sub-hexed this city I'm working on as a side project and ended up with these 880' hexes for city blocks; not tremendously useful. I guess it's just part of the old-school charm, eh!
Next question: I'm partial to the 1 mi hex because I think you can fit a great deal into that area, but it occurs to me I've been doing all my recent hex-crawl creation in areas of dense forest and hills which I can easily equate to the rural areas in North America or Europe that I frequently explore. You can easily get lost in a one mile woods and discover all sorts of lost and secret things as well as run into more than one feature like a settlement or habitation. In the Wastes this might be different; sight-lines would stretch all the way out to the 3 mi mark and large features would be more easily visible from a distance.
I'm starting to think maybe I should keep the above grid but size the hexes up to 3 mi hexes (bringing us up to a 79x72 mi area). The added advantage might be that with longer distances we could add a little mercantilism to the game, running or protecting trade routes. And later, ambitious PC's might have space to build or be granted their own outposts in the Wastes. The scale is easily switched, so the decision doesn't have to be made now. I guess we'll look at how long it takes to get around once all the movement penalties from rough terrain are added up. I don't want the players to be stuck managing resources and camping out all the time between actual interesting adventure activity. The aim of my travel/exploration mechanics would be to force players to manage resources and observe wilderness protocols on initial exploratory expeditions, but once they know a route and have access to mounts or guides, they should be able to get from safe settlements where they can shop and heal to adventure destinations with no more than a day's travel and little to know hassle.
*it's funny; I'm fine with imperial measurements at the tactical level, but can we all agree the Mile really is a ridiculous thing? I sub-hexed this city I'm working on as a side project and ended up with these 880' hexes for city blocks; not tremendously useful. I guess it's just part of the old-school charm, eh!