I'm flirting between two design methods here. The first is my current method for "statting out" a hexcrawl– Create a map, knowing the general terrain of general areas. I'll detail in important locales in a hex key (dungeons, cities, all that), and fill in the rest of things using a dynamic system of encounter tables (everything from monsters, to wild magic, to amicable encounters).
But maybe it's time to graduate away from the random table. Things like random tables are a blessing to get a rapid prototype up and running, as I can literally create encounters as they're encountered. But it soon enough becomes a limit; sure, certain types of enemies are populous across the whole region, but I'm not running an ecosystem simulator. I'm running an RPG game.
So what if– what if– we created individual entires for each hex. Every hex has something going on, even if it's just minor– setting dressing, another traveller on the road. Things like locales still get their focus, but no random tables (or very basic ones) are generated because I'll know what's in each hex every time. This'll also probably lead to more exciting "encounters on the road" than 2d6 moss-goblins, then 1d3+1 Wilk-Hounds, and peasants up to the same d6 activities.
Sure, this isn't revolutionary. Wilderlands of the Magic Realm did it back in 1979, and the more-recent Lamentations of the Flame Princess's 2e Carcosa hexcrawl had this going in 2011 (Note: buy that pdf if you're on the fence. A brilliant mine for the weird, wonderful, and downright science-fiction to be transplanted). What I'm concerned about is whether it's worth my time, or whether I'll downright burn out. I have the time (ah, summer), but do I have all the creativity?
Thoughts, dear Peanut Gallery? Or my players?
It is up to you. You hyped up the second option but if you think you will do it poorly/burn out then you should take the safe bet.
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