May 29, 2013 Leave a comment
The adventures I ran most in my youth were hexcrawls; specifically, Isle of Dread (X1) and the Volturnus series (SF0-3) for Star Frontiers. Looking back, after reading a lot of good articles on hexcrawling in the last couple of years, I didn’t run them well. I want to do much better when the Crusader Kingdoms campaign (which seems less aptly named all the time) moves into it’s wilderness exploration phase. So, I have been doing a lot of reading, and even ran Mutiny On The Eleanor Moraes (SFKH2) as a one-off to practice. Based on this, I have decided I want to house-rule the ACKS wilderness adventuring rules a little bit. Most importantly, I want to move to a movement points model as similar as I can get to the one from Avalon Hill’s Outdoor Survival game, as described in this Damn You Gygax! article at Delta’s D&D Hotspot. However, not wanting to screw up the delicate balance of ACKSonomics, I don’t want to change the actual distances moved per unit of game time.