"Black Dougal gasps 'Poison!' and falls to the floor. He looks dead."
Showing posts with label Hexcrawl. Show all posts
Showing posts with label Hexcrawl. Show all posts

Monday, March 11, 2013

Hex Stocking Density


For interest sake I pulled out one of my copies of Isle of Dread. For most, it is the benchmark for hex-crawling modules. I wanted to approximate the ratio of hexes-to-encounters. Using the methodology mentioned in my last post there is a 1-in-3 chance of a hex having a monster for a hexes-to-encounter ratio of 3:1 which gives me approximately 133 monster encounters in my 400 hexes.

Just eyeballing the number of hexes on the island, I would guesstimate that there are approximately 400 hexes (has anyone actually counted them? I am far too lazy). Using the numbered island map from the module which as 24 encounters and adding 5 for the number of locations on Taboo Island, there are a total of 29 encounters on the island. Let's round up to 30. I am assuming that all numbered encounters on the map are with monsters which may not be correct. I took a quick look and didn't see any exceptions but I could be wrong. This gives a ratio of 13 hexes to 1 encounter.

My hexes are far more densely populated with monsters than those on the iconic island.  I'm okay with this. One reason I am okay with a higher number of encounters on my map is that it is for an open, exploration focused game in the West Marches style. I want the PCs to go out into the wilderness and find stuff. Also, the there is an explicit social contract that characters will try to return to town at the end of a gaming session so the quicker implied consumption of resources that will result from more encounter will not be an issue.

Monday, April 5, 2010

But I rolled it!

From page X59:
"A common mistake most DMs make is to rely too much on random die rolls. An entire evening can be spoiled if an unplanned wilderness encounter on the way to the dungeon goes badly for the party. The DM must use good judgment in addition to random tables. Encounters should be scaled to the strength of the party and should be in harmony with the theme of the adventure." (Emphasis mine.)

Okay, I am guilty as charged. I love die rolls and randomness. Not simply for randomness' sake but instead for the creative muse they provide. Trying to figure out why there are ghouls in the elven forest is part of the fun.

I also found the emphasized portion of the quote interesting. My impression is that one of the cornerstones of the OSR is that encounters should not be scaled to the strength of the party. I also rarely worry about scaling encounter difficulty relative to party strength.

However, I do try to scale difficulty relative to depth (for dungeons) or distance (for wilderness). That way players can make logical decisions and their actions have meaningful effects.

Wednesday, December 2, 2009

Hexcrawls

Lots of talk today about hexcrawls, for instance: Here and Here.

I was going to post a reply on Chgowiz's blog but I decided to make a quick post about it.
There are three basic points of Chgowiz's post:
1. Hex scale;
2. Stocking; and
3. Finding stuff in the hex.

I typically use 6 mile hexes. I do this because in B/X all of the base overland daily movement rates are divisible by 6. Also, all of the terrain modifiers are 2/3's, 1/2 and/or 3/2's. So typically we are still dealing with multiples of 6 or easy fractions of 6.

To stock the hex map I use for the Northern Marches I use the same method to stock a dungeon as given in the Basic Rulebook.
Roll a d6:
1-2 Monster - these can either be lairs or dungeons
3 Trap - I use this for actual traps, difficult terrain such as a river crossing, cliff face, etc., or clues such as trails, totems, footprints, etc.
4 Special - I often use the Judges Guild Ravaged Ruins table
5-6 Empty
The Northern Marches wilderness is designed so that the further the party gets from the town of New Hareth the more dangerous the encounter, I can then pick monsters of the appropriate difficulty and terrain.

Now a 6 mile hex is a lot of space. Finding a specific feature, such as a cave mouth or a lone cabin, in an area that large could actually be quite difficult. With regards to the party finding something in a 6 mile hex I take two approaches:
1. If they are searching for something specific I will either let them find it automatically if it is large or make a Find Secret Doors check to find a smaller object.
2. If they are just passing through a hex, I usually give them a 1 in 6 chance of spotting what is there unless it is really large, tall or otherwise easy to spot. I like the fact that the party can find something new on a subsequent trip through a hex.