Hi, I'm still alive. I've been pretty busy, busy moving, busy writing, busy working. I've recently moved across the entire country, and during my downtime I've been writing a small hexcrawl for my group to play as a mini-campaign when I visit them over breaks, and for a few new players I've met already. It started off as a simple hexcrawl featuring an awful forest and witch hunters, then ambition got the better of me so I added a fleshy dungeon. Consider this my belated addition to Nate Treme's Pamphlet Dungeon Jam . Here you go, the setting along with a few design notes further down this page (I recommend you read the second PDF in the folder first): The Most Cursed Of Hands I'll admit, the product isn't done-done yet, it's writing is a tad unorganized and its formatting could use a little bit of work. It's kinda hard making a pamphlet because you need to allow yourself to not give all the information you want on a location, just enough...
There are dozens of ways to build and travel through cities for your RPG games that are concrete, solid, and have a decent amount of crunch. I'm too much of an idiot to use these kinds of methods, so here's my really subjective way, based on a popular earlier post , without needing maps but still having a physical representation to keep track of player location. Crawlspace Method - Settlements ( Sam Hogg ) 1. Choose a die. A D4 represents a village, a D6 represents a town, a D8 represents a city. 2. Choose at least two faces on your die. Mark down these faces as gates . These are areas that the players can freely enter and exit the village/town/city grounds through this location. 3. Start writing down the contents of each face. Each face represents a major landmark or general district. Generally, you should do the Last Gasp method of describing districts/landmarks/other locations by giving each place a wealth rating (Poor/Middling/Rich) along with descriptio...