OSR/Hexcrawl

Hey Veeky Forums, I've been gaming for a while now, and have always wanted to run a true blue old school hex-crawl game, where the narrative is more shaped by player action than anything else (or however its supposed to work). But I've no idea how really, how does one run a proper old school game? How does one manage a hex crawl? Is there still a plot?

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discord.gg/HzcQM
batintheattic.blogspot.com/2009/08/how-to-make-fantasy-sandbox.html
carjackedseraphim.blogspot.com/search/label/summer2013?m=0
github.com/lifelike/hexmapextension
twitter.com/NSFWRedditImage

Hello! I've run games like this in the past. I'm starting one up right now, via Discord. You are free to join us if you would like an example of how it can be done. discord.gg/HzcQM

Anyway, the easiest way to do it would be to use an existing hex map like Carcosa (like I'm using) or Quelong (I hear that's supposed to be much better, but I don't own it yet.)

Basically, you have a hex-map with adventuring locations in each hex, and random encounters. Each of these is a potential plot seed.
Some of these should reference locations and events in other hexes to help build cohesion and create the illusion of a living world.

Don't worry so much about crafting a formalistic plot. Just let it emerge naturally.

Use resource management to keep players moving. Remember that time is a resource, too.

I agree with but also ask on /osrg/.

Here's a (very in depth) guide.
batintheattic.blogspot.com/2009/08/how-to-make-fantasy-sandbox.html

Remember that players don't necessarily have to interact with the hex system at all--it's just an organizational tool. In fact it can be fun to have them draw their own map (and deal with the consequences if they get lost or take poor notes).

As a sandbox, the plot tends to kind of grow and emerge organically as you go. I prefer to seed mine with three or four NPC interests pursuing their own agendas that I update every once in a while as game-time passes, and sketch out a rough "what happens if the PCs do nothing" timeline that includes major events they would likely find out about or notice. If they go down site rabbit hole and ignore Serious Threats A, B, and C, they'll emerge from an adventure site one day to find refugees, plagues, and other mid-calamity calls-to-adventure pointing them somewhere hopefully interesting.

Mostly I find that hexcrawls are too much work to do thoroughly. You end up with lots of material the party never sees.

bump

Isn't that a good place to start then? How to get away with the absolutely barest amount of prep work for adventuring in a very big location?

These are important for a good OSR sandbox hexcrawl:
Reaction rolls
Morale
Random encounters
XP for gold (mostly); minimal XP for combat
No skill system
Encumberance matters
Time tracking is important
Rulings; not rules
Combat as war; not combat as sport
Emergent story; not pre-planned story
Plot hooks; not plots
DM is a referee; not a storyteller
Player skill; not character skill

bump

Here's an example of a hexcrawl for newbies.

Besides making a hex map try to populate some "big" spots as well dungeons citys/towns whatever.

I find it easier to do "new frontier" games where the players are right on the edge of civilization exploring, mapping the land, clearing out ruins for pay.

carjackedseraphim.blogspot.com/search/label/summer2013?m=0