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In a hex crawl, the game world is divided into a grid of hexagonal areas, with each hex representing a specific location or terrain type. The players can move between hexes as they explore the world, and the GM can place various encounters, challenges, and points of interest in each hex.
For example, one hex might represent a dense forest, while another hex might represent a mountain pass. The players might encounter different types of monsters, NPCs, and other encounters depending on the hex they are in. The GM can also place treasure, hidden locations, or other rewards in certain hexes to encourage the players to explore.
As the players move through the hexes, they might encounter a variety of challenges and encounters. These could include combat with monsters, puzzles or riddles to solve, social encounters with NPCs, or other types of challenges. The GM can use a random encounter table or set specific encounters in each hex to keep the gameplay varied and interesting.
A hex crawl can be a great way for players to experience a sense of open-ended exploration and freedom in a role-playing game. It can also be a lot of fun for the GM to create and populate the game world with a variety of interesting locations and encounters.
Here are some example rules for conducting a hex crawl in a fantasy role-playing game:
- Movement: Players can move a certain number of hexes per day, depending on the terrain and any other factors that might affect their movement. For example, moving through dense forest or over rough terrain might be slower than moving across open grassland. The GM can decide on the specific movement rates for each type of terrain.
- Encounters: The GM can place encounters, challenges, and points of interest in each hex. These could include monsters, NPCs, treasure, or other types of encounters. When the players enter a hex, the GM can roll on a random encounter table or choose a specific encounter to present to the players.
- Combat: If the players encounter a monster or other hostile encounter, combat can be resolved using the game’s combat rules. The GM will describe the situation and the players will take turns attacking and defending, rolling dice to determine the success or failure of their actions.
- Traveling off the map: The GM can decide whether the players are allowed to leave the edges of the hex map, and what might happen if they do. For example, the GM might allow the players to leave the map and enter uncharted wilderness, or they might forbid it and require the players to stay within the confines of the map.
- Resting: The players will need to rest and resupply at regular
- Random events: The GM can include random events that occur as the players travel between hexes. These could include weather events, ambushes, encounters with strange creatures, or other unexpected happenings. The GM can roll on a random event table or simply make up an event on the fly to keep the players on their toes.
- Exploration: The players can spend time exploring each hex in more depth, searching for hidden locations, treasure, or other secrets. The GM can decide on the difficulty of these searches and require the players to roll dice or make skill checks to determine the success or failure of their efforts.
- Navigation: The GM can make navigation a challenge for the players, either by providing incomplete maps or by making the terrain difficult to navigate. The players might need to use survival skills or other abilities to find their way through the wilderness and avoid getting lost.
- Quests: The GM can provide the players with quests or missions to complete as they explore the game world. These could be given to them by NPCs, or the players might discover them on their own as they explore. Completing quests can provide the players with rewards such as treasure, XP, or other bonuses.
- Restocking: As the players travel, they will need to restock their supplies and resources, such as food, water, and equipment. The GM can decide on the availability and cost of these supplies in each hex, and the players will need to manage their resources carefully to ensure that they have what they need for the journey.
In summary, a hex crawl is a type of adventure or campaign in a role-playing game (RPG) in which the players explore a large, open world that is divided into hexagonal areas or “hexes.” Each hex represents a specific location or terrain type, and players can move between hexes as they explore the world and encounter various challenges and encounters.