Most D&D hexcrawls fall flat because we don't know what's in a hex until after we've entered it. I think hexcrawls are better when players get to make informed decisions about where to go next, so 3-mile hexes give them a sense of their surroundings!
🎬 Created by Daði & Anna Birna ♥
▼ FURTHER READING ▼
Bob World Builder on Random Encounters:
https://www.youtube.com/watch?v=NY6Ym2G5vdU
My Homebrew Rules:
https://www.youtube.com/watch?v=VxVEF4EkJkY
My video on Random Encounters:
https://www.youtube.com/watch?v=MFnJDUPcmTM
▼ SUPPORT US ▼
Join our Patreon: https://www.patreon.com/MysticArtsDM
Become a Member: https://www.youtube.com/channel/UCJQEEltSpi8LXqMH8uTrCQQ/join
▼ INDEX ▼
00:00 Tomb of Annihilation
00:30 Diagnosing the problem...
01:20 Brief History of Hexcrawls
02:38 Awareness of Surroundings
04:11 World Map vs. Local Area
05:30 Distance to the Horizon
06:43 What makes Exploration fun, is...
07:22 Exploration is Discovery
09:43 Vistapoints and Gamification
11:04 Being immsered in a place
12:23 Crafting on the road, and downtime.
12:57 Random Encounters
13:25 The Resting Rules
13:45 Sponsored by our Patreon
14:35 Dnd is not a game, it's games.
15:53 Thanks for watching!