Despite the header this is not a cage
match between hexcrawls and pointcrawls. Pointcrawl reputation
notwithstanding, I both love and use hex maps all the time in my
campaign. Having run all kinds of wilderness in my campaign, I've
started to become keenly aware of how each format complements certain
types of outdoor gameplay.
Let's unpack the distinctions.
In a hexcrawl, the party is
presented with a 360-degree, six-direction choice most every time it
exits a hex. Terrain will often foster soft positive and negative
natural choices, the presence of a road running into a different hex
or a bordering “open” or “rough” hex (easy/quicker travel in
a grasslands or what) codes incentivizes/deincentivizes choices.
The problem from a design perspective
with that approach is this the “paradox of choice”, that lovely
study that showed that an over-abundance of variables, tends to
surprisingly reduce meaningful choice by causing option paralysis
(that “fuck it, let's just do this” exasperation). And I believe
that paradox often extends to the designer of the hexcrawl. I find
making hex maps an incredibly quick (maybe too quick process) I think
about the kinds of sub-regions I want, pop open hexographer and the
map just flows out of geographic naturalism (or at least some kind of
internal logic).
Unless you densely pack your hexes (I
am insane about this) you end up with large amounts of empty hexes.
Now you need pacing (and a sense of travel) and a principled sandbox
GM just has to live with the fact that players may never see this or
that thing you worked so hard to make, but it does mean at least for
me that I can make some sub-optimal choices about placement.
A weird serendipity often hangs over
the map when you start playing put these kinds of hexcrawls. The
party runs this way and that way, sometimes running into a good run
of interesting hexes, sometimes just somehow, inexplicably hitting
the dullest string of hexes one could imagine.
A pointcrawl on the otherhand is
all about the deliberate path choice of say a dungeon. You place a
node much like a room with its doors and corridors leading out.
The drawbacks are much like that of
dungeon design again. Make the decision choices too limited, too
linear and/or too chokepointed and you end up straight-jacketing the
players and making for a dull-ass map to explore.
Secondly it's also more challenging
presenting an environment where wide-open wilderness exploration for
its own sake is the goal. Sometimes you do want that 360-degree
exploration/clearing or serendipity. Hexes give an exactness of space
and have the advantage of being gridded with a recognizable number
pattern. Being able to call a hex number is a convenient short-hand
both for the GM during play and for players thinking about how to
explore an outdoors area.
The punchline here is this...
I use a hex map when I want a campaign
phase that...
3. is quick and dirty.
I use a pointcrawl when I want...
1. choice in travel and exploration to
feel more deliberate and meaningful.
2. to highlight the major and minor
sites in a wilderness as the major goals of exploration. (Revoca being an example of a pointcrawl hidden behind a hexmap).
Oh and while I am on the subject, Luka
(again for the umpteenth time in our collaboration) wowed me with
this weekend with this beauty of a pointcrawl map for Misty Isles of the Eld.
Maps can and should be beautiful also in themselves, no?
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