Tag Archives: hex

Other Exploration Rules


I wanted to piggy back on my last post about travel.  If we did decide to keep travel, what travel-related rules/subsystems should Lost Worlds support?  I think I’d certainly need some overland travel speeds and rules for forced marching.  I’d probably want some rules for light and the impact of additional or insufficient light for travel.  But there’s a whole host of rules that seem like they’d go along with travel that I’m wary of.

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Movement pt 2

This is pt 2 on the topic of movement.  Part 1 can be found here.

I’d like a system that can handle tactical movement too.  If I make a battle map, I want movement to be as natural as possible.  I could assign a ft to inch ratio and we could pull our the measuring tapes like in table-skirmish games, but I’m not quite interested in failed charges and guessing ranges.  As I stated in my design goals, I want to speed up combat, not slow it down with measuring every move.

So, I want a battle grid.  I never quite understood why squares were used instead of hexagons.  I’ll use a hex grid for the game to make movement a bit more natural around the board.  I just need an appropriate scale per hex.  There are some conflicting design issues here.

Small scale: You can have lots of action and movement even in smaller areas.  Size categories make a little more sense.  It’s harder to completely block someone’s movement.

Large Scale: You can fit larger-scaled battles on your table.  You can start to approximate outdoor encounter distances.

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