On Wilderness Travel and Evolving Gaming Styles
While cleaning up some old bookmarks, I found this blog post from almost 10 years ago: Guiding player movement . It's interesting since what Shamus describes is something that I've started doing recently (with a fair amount of success), though I originally got the idea from the excellent Hill Cantons blog . Specifically, his first post on "point crawling" (and one of the commenters references the other article). I may end up writing up some posts on how I use "point crawling" for my game, but I'm still working the kinks out. In any case, I think it's preferable to using a hex map since it makes it easier to "fast-forward" wilderness travel if nothing interesting is happening, but it still allows for player choice. The choice isn't as great as "which direction of the six do you want to travel out of this hex", but it tends to be a more meaningful choice. Hex crawls have the danger of turning into punctuated slogs, wherea...