I think itâs important to mention that the Hex-Crawl/Point-Crawl approaches arenât mutually exclusive: Both methods provide different benefits/drawbacks and they can also work in conjunction with each other.
I like Hex Maps to provide me, as a Referee, with that âBirdâs Eye View.â They can help me understand the Biomes/Terrain/Environments being explored, and the Relationships of Important Features with each other. The Hexes can serve as Containers for Stocking Purposes, identify specific Regions that share Encounter Tables/other Features, or work like âRulersâ for me to quickly adjudicate/estimate Distances/Time for providing things like Directions or Rumors.
The Hex Map in my games isnât really Player Facing though, itâs just a tool for me to help adjudicate that Overland Travel. Players might receive or acquire more âIn Worldâ Maps, but I donât really portray the Wilderness to them in terms of those âHexes.â Providing the Hexes can sometimes influence decision making in strange ways Iâve found: Many Players assume that once a Hex is âTraversedâ itâs been dealt with, or they may use it to directly gauge Decision making like Supply Requirements/Travel TimesâŚtaking some of the Mystery and sense of Adventure out of Wilderness Exploration and Discovery.
Travel Overland is always going to take place on Paths of some sort: You donât walk directly through a Lake without the aid of Magic, so you circumnavigate via the Shoreline. A Formidable Mountain Range might require locating a suitable Pass or Switchbacks. The key thing I try to remind myself about is that Travel is seldom in those straight-lines as the Gryphon flies. Even Roads/Rivers can wind and wend. These can either be explicitly mapped out or handled more abstractly. With the Wilderness Exploration Procedures I tend to use, we donât usually try to granularly represent every footfall or moment of Travel. We focus more on the Decision Points/Choices, Encounters, and Features/Discoveries made along the way. In some ways these are a bit like the âPointsâ in a Point-Crawl.
In terms of âStockingâ Hexes I do have a document that explains my Process Hex Stocking Example that includes some examples and links to several of my Resources. When it comes to Placing a pre-existing Module/Dungeon within, I simply choose a suitable location based on the Terrain/Surrounds usually. If the Module references a Settlement, I might substitute that or place it on the Map as well.
Wilderness Exploration does benefit a bit from Procedures Iâve found: Random Encounter Frequency is part of this. The Basic âB/X Frameworkâ is a pretty good skeleton for this to flesh-out:
You may find that you want to handle things at a different level of granularity (Watches instead of Days, Weeks instead for longer journeys, etc.) but the basic framework helps insure that none of the necessary âstepsâ are skipped, Procedural Checks are made as appropriate, and Resource Depletion isnât overlooked.