permacrandam.blogspot.ca - Permanent Cranial Damage

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This is a post I had hoped to write back at the start of July, and so by now the little conversation I hoped to contribute to is far from au courant (especially given that the parties involved have all published follow up pieces [new links]), but I'll say my piece nonetheless.

The conversation was started by Joel over at Silverarm , regarding his preference for pointcrawls over hexcrawls:

A dungeon of 50 rooms laid out in a grid with all with doors leading to six other rooms wouldn’t be the most satisfactory for exploration. The overload of choices makes navigation a series of random choices with minor information. Why are so many hex crawl sandboxes formatted this way then? The same joys of making travel choices based on relevant information and limitation shouldn’t be left at the dungeon exit