I am going to run ToA soon and at the moment I am preparing the campaign.
I really like the Hexcrawl mechanic but I am not sure how to handle Hexcrawling when players get lost. My plan was to print out the two versions of the map and put the player version on top of the DM version, so that my players can remove the blank hexes while exploring chult to reveal the region underneath. Now I am wondering how to handle this when the players get lost, because they would notice that they get lost if suddenly moving into a hex they didnt target at first ( and if I understand it right, normally a character who gets lost does not notice that he is lost).
Perhaps my plan using the 2 maps is not the best idea (but I think my players would love to reveal the hexes).
How do you handle this? How do you make use of the player version of the map?
How I would handle this is, if a player gets their group lost, then just roll a random direction and land them on the nearest hex that way. Sure the party will notice that they are lost, and try to get back on track, but if they fail, keep moving them to random tiles. That way they sort of continue the way they wanted to go, and have a chance every hex or so to correct their course. If you want to make it matter more, roll an extra d4 and have them move the wrong direction that many hexes before letting them reorient themselves.
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"The mongoose blew out its candle and was asleep in bed before the room went dark." —Llanowar fable
My players have a players map where they track their progress. When they get lost, I don't tell them what random hex they landed on. This can continue for several hexes until they finally reorient themselves and I tell them what the newest hex they are on is. They are free to extrapolate their previous path based on where they are now, but until they actually go back to that tile and recognize some feature from when they were lost, they don't usually know for sure what tiles they actually were on. So this sometimes results in jumps in what's mapped and what's not, but that's fine.
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Hi guys,
I am going to run ToA soon and at the moment I am preparing the campaign.
I really like the Hexcrawl mechanic but I am not sure how to handle Hexcrawling when players get lost.
My plan was to print out the two versions of the map and put the player version on top of the DM version, so that my players can remove the blank hexes while exploring chult to reveal the region underneath. Now I am wondering how to handle this when the players get lost, because they would notice that they get lost if suddenly moving into a hex they didnt target at first ( and if I understand it right, normally a character who gets lost does not notice that he is lost).
Perhaps my plan using the 2 maps is not the best idea (but I think my players would love to reveal the hexes).
How do you handle this? How do you make use of the player version of the map?
Thanks for your help!
Ines
How I would handle this is, if a player gets their group lost, then just roll a random direction and land them on the nearest hex that way. Sure the party will notice that they are lost, and try to get back on track, but if they fail, keep moving them to random tiles. That way they sort of continue the way they wanted to go, and have a chance every hex or so to correct their course. If you want to make it matter more, roll an extra d4 and have them move the wrong direction that many hexes before letting them reorient themselves.
My players have a players map where they track their progress. When they get lost, I don't tell them what random hex they landed on. This can continue for several hexes until they finally reorient themselves and I tell them what the newest hex they are on is. They are free to extrapolate their previous path based on where they are now, but until they actually go back to that tile and recognize some feature from when they were lost, they don't usually know for sure what tiles they actually were on. So this sometimes results in jumps in what's mapped and what's not, but that's fine.