My first sit-down with the Hexcrawl was fun, but a little tense. This feels more like an After Action Report than an actual play. I was using the Judges Guild Wilderness Exploration, Mythic GM and Deluxe Tunnels &Trolls for the mechanics.
Session 1: I have a party of a warrior, a wizard, and two rogues. As they are my test group, I haven’t built up much backstory, but I couldn’t help but imagine Gandalf, Aragorn, Merry and Pippin…in fact I may go change their names.
I will be using Saving Rolls for survival, likely vs INT or CON. The SR level will be determined by terrain and the number of hexes since the last sign of civilization (villages, roads, forts, etc). I say probably because I completely I forgot I wanted to factor in wilderness survival until I was half way through the session.
They found an encounter and a Lair on the last hex explored, on the shores of Lake Althode (Hex 0404). I rolled Giant Killer Bees for the encounter, so I opted (without rolling) to make the lair a giant Beehive in the bluffs near the lake. I hadn’t forgotten how fun T&T is when you’re rolling hand fulls of dice and looking for doubles. The party won with little difficulty, but they took enough damage that they chose not explore the hives.
The Positive: First and foremost, I enjoyed myself. The hexes that were generated made sense, and once I had a few done ideas for event hooks began to pop into my head. The combat was as quick and fun. I think as I get into it more, and remember to incorporate all the components I’m looking for, it will be a fulfilling solo campaign.
The Negatives: This will definitely be a game for early mornings, when the house is quiet and I have some alone time. It feels a bit like hearding cats, and until I’ve built up some gaming muscle memory for the systems it will be part work and part play.









