The newest episode of the ENnie award-winning Fear of a Black Dragon podcast is here!
In this episode, Tom McGrenery and I continue our exploration of Carcosa. The Expert Delve segment is about running hex crawls.
Enjoy!
http://www.gauntlet-rpg.com/fear-of-a-black-dragon/carcosa-part-two
I’ve been looking for good hex crawl resources! Thanks!
I’ve been looking for good hex crawl resources! Thanks!
One of my favorite resources is The Carcosa Grimoire http://www.apolitical.info/carcosa/
One of my favorite resources is The Carcosa Grimoire http://www.apolitical.info/carcosa/
When Tom mentioned that he asked the internet for hexcrawl examples, the first thing I thought was “oh, I don’t remember seeing that, I would have liked to,” and then of course the first thing he starts talking about is my recommendation. Good one, memory.
This doesn’t work for everyone, but I can often listen to an actual play session while I sit in front of my computer writing and designing, and still get work done. I’ve also worked a few really boring jobs where 8 hours of rpgs a day would have been better than the radio station I did have to listen to.
When Tom mentioned that he asked the internet for hexcrawl examples, the first thing I thought was “oh, I don’t remember seeing that, I would have liked to,” and then of course the first thing he starts talking about is my recommendation. Good one, memory.
This doesn’t work for everyone, but I can often listen to an actual play session while I sit in front of my computer writing and designing, and still get work done. I’ve also worked a few really boring jobs where 8 hours of rpgs a day would have been better than the radio station I did have to listen to.
As a relatively new FotBD listener, I was thinking about your discussion about hex crawl emergent story (eg white trees = give zombies) and story games (which I admit I’m not too familiar with).
It strikes me this difference is similar to fact/science-based reasoning and belief/faith-based reasoning.
One system draws understanding from the observed facts (white trees = give zombies), whereas the other system selects facts to fit their understanding (I want zombies = the white trees give them).
That is, in story games the facts bend to fit the belief, in ‘trad’ games the belief bends to fit the facts.
Shoot me down!!
:O/
As a relatively new FotBD listener, I was thinking about your discussion about hex crawl emergent story (eg white trees = give zombies) and story games (which I admit I’m not too familiar with).
It strikes me this difference is similar to fact/science-based reasoning and belief/faith-based reasoning.
One system draws understanding from the observed facts (white trees = give zombies), whereas the other system selects facts to fit their understanding (I want zombies = the white trees give them).
That is, in story games the facts bend to fit the belief, in ‘trad’ games the belief bends to fit the facts.
Shoot me down!!
:O/