The #dungeon23 movement is dying down as the year approaches its end and many participants are looking for something to fill the encroaching void. Over on their blog (and on Reddit) Monsters and Mazes proposed #hexplore24, a wilderness hex crawl where one day of in-game time equals one day of real time.
I plan to participate in the year-long event, but with a small twist. My current TTRPG project, Folly, is an OSR-inspired survival game with fairly robust (I like to think) wilderness generation and exploration mechanics. Unlike many OSR games, Folly does not use hexes. Instead, I have designed the game to use 1 inch squares to represent each Area in a Region. Each square currently represents 1 square mile of space. I am currently looking at increasing this to 3 or 5 square mile tiles, but more playtesting is required.
I could ramble about game design for 100s or 1000s (or 10000s, who am I kidding) of words, so I’ll stop there. I think you can see why I would drop the ‘h’ in #hexplore24. In the coming weeks, as I work through the gritty details of Wilderness Travel in Folly I’ll post more about the system, and the world of Folly.
In the meantime, if you’re looking for a preview of what #hexplore24 might look like, check out
and . Both are running one in-game day equals one real time entry hex crawls of Castle Grief’s new release, Kal-Arath. Check out both of these great creators’ Notes where they are documenting their journeys.
I like where you are headed for this and thanks for the shout out, I will be following along for sure
I love this idea and am looking forward to knowing more about Folly!