Breaking down the concepts of mapping into 'lego bricks' or 'widgets' that youre snapping together as you go. Creating a convention btw player and ref. Very wise
@rnelson98805 күн бұрын
I've watched/listened to this video like 3 times now and I still feel like I'm learning things from it. Maybe I should've just taken notes the first couple times...
@max_dotson5 күн бұрын
This was so ridiculously information dense. Fantastically helpful for my upcoming hexcrawl session.
@sentient_sword17 күн бұрын
Perfect video. I feel like I’ve scraped together bits of this wisdom from a million different sources. But it’s all here. No bullshit. Inspiring!
@brothereduard454118 күн бұрын
Very practical advice. Thank you. I have wanted to step up my traps. I agree I find that springing traps on my party almost creates a death spiral of tediousness as they begin searching every 10 feet of a featureless 100-foot corridor.
@kenefactor376421 күн бұрын
1/1/5 Tripwire, Displacement, Strange Material or Damage. The first level of a dungeon has 10'x10' wooden floor sections in the hallways, three in total. Each has a tripwire which makes the whole platform drop to the next floor, roll minor fall damage and for monsters investigating the noise. The tripwires are quite visible if someone stops to look for anything. The lower level has four 10'x10' sections of recessed floor with a wooden "ceiling", three corresponding to the traps on the previous floor. The fourth is near the treasure vault and is the only one with a tripwire in the recessed floor - triggering this will drop a wooden platform loaded with poison gas clay urns directly onto the poor sap. Alternatively, make the visible treasure vault a fake and hide the real one in the ceiling here.
@mistergoats4380Ай бұрын
Man i miss this guys videos. What happened?
@realce6666 күн бұрын
Pinkertons paid him a visit.
@UsammityduzntafraidofanythinАй бұрын
Is there a way to run this digitally if playing online?
@20storiesunderАй бұрын
I still prefer miles than points just because there's the fun dilemma of going slow, normal or fast and what that means.
@anathema1828Ай бұрын
Nice work on the video!
@Meshric2 ай бұрын
You are a genius. I couldn't wrap my head around maps until this.
@americanbagel2 ай бұрын
this channel is like No Boilerplate (programming channel) but for D&D and I love it
@DynastyInferno3 ай бұрын
Thank you for this demo. I'm completely new to this stuff of RPGs in general but your straight forward explanation of a functioning world in a folder is inspiring and I am excited to do this kind of thing myself.
@lorenzovas44133 ай бұрын
What are the other Wondrous Features that you wrote down? I can't quite read them
@leviritter62793 ай бұрын
Still the GOAT video
@kaylaa22043 ай бұрын
This is actually a really helpful video
@kaylaa22043 ай бұрын
Gygax’s section on strict time records was something he felt was especially important because of how people at the time were playing the game, particularly how he played the game His home game had multiple people in his world, who each were under no obligation to remain traveling together. Players would be spread to the four winds. It was very important to know what time a player last played, what time it was in game for them, and where each player is in the world. Without doing that, coordination would become a mess for the games he was running. That’s what that section of the 1e DMG is talking about. You needed to because you would regret not doing it if your game looked anything like his. It’s still important and helpful to keep good time records but it was especially important, even imperative, for that type of game.
@michaelfraker63023 ай бұрын
One of my favorite vids, I keep coming back to it
@werejustgaming3 ай бұрын
Thanks for the advice. I am doing a Old Western TTRPG and not D&D but I used the same principles. Players start as Prisoners on a trail. They have to escape and the train slowly teaches them how the world and game system works. At the end of the train mission they will be at an abandoned rail station where they will find an old map with some of the major and minor elements plotted on it and a bounty Board with some wanted posters to advertise quests. One being a reward for the enemies they killed in the Abandoned Rail station to be collected at any operating rail station. This shows the players one of the ways they will be in control of how and what to do next. They will get quests by mingling in town as well.
@SlyBlueDemon3 ай бұрын
Amazing video, running my first hexcrawl soon and this gave me actual good advice that I can use right now
@lorenzovas44133 ай бұрын
I have watched this video so many times and I am currently in the process of populating (partially) my hexmap. If only I could get my hands on those tables for randomly generating features.
@magoschonkers7114 ай бұрын
Making a mystery for my game and in the first 5 minutes got this flower blood broken window cigarette footprints half truth girl poison saphire sphere weapon unexpected person involved river abandoned stone tower ancient coin ancient threat fish people mushrooms hidden grove
@magoschonkers7114 ай бұрын
The elaborations flower - rare flower blood - found in slugman palace broken window - in palace, found after blood cigarette - smoked by mysterious figure footprints - lead into woods, same ones found leading into higher level dungeo half truth - told by victim girl -related to the blood poison - given to victim, some was left at scene saphire sphere - missing, slugman wants it back weapon - kept hidden from some of the ratmen spies unexpected person involved -newtman river - where figure meets newtman abandoned stone tower ancient coin - from deep in dungeon ancient threat - related to weapon fish people - coming onto land more frequently mushrooms -the hex mycelium hidden grove - host to paimon
@cyberguy33764 ай бұрын
Having watched all but one of the videos on your channel, I can say with confidence you are one of the best, most concise, helpful D&D channels I've found. Watching your videos made a lot of OSR concepts that seemed odd or cluncky click, and I'm feeling confident and ready to put them into play. It's unfortunate that life seems to have had had other plans for you than to continue your D&D channel and blog, but I just thought I'd try to let you know how awesome your stuff is.
@bigbiggoblin28734 ай бұрын
Noice.
@onisavage92374 ай бұрын
You're a legend, no bs just straight info to the point. I wish all of KZbin was this concise. Good work man this video has been extremely helpful!
@jeffbostic14904 ай бұрын
Great explanation. Thanks.
@C3R341K1LL3R5 ай бұрын
This is a level of practical advice that I think is sorely missed in many RPG systems and guides for GMs. Not having a consistent language for describing physical space in a dungeon leads to so many headaches. Thanks for this great info!
@dovry86465 ай бұрын
I made chatgpt kickstart this for me "format table, column 1 with 10 random nouns you could find in a low-fantasy cave system, column 2 with random verbs unrelated to the nouns" that really got the imagination juices flowing.
@WaylanderUK5 ай бұрын
This is genius. Thank you!
@joezemaitis97815 ай бұрын
Nicely done. More videos like this one are needed, especially for new (and younger) players. "Gygax new what he was talking about, he wasn't just 'meme-ing' " when he wrote about time keeping. Greatest quote about D&D in ANY video on this platform. The current generation is about memes. They've been weened on memes. There is evidence abound, that few actually read text anymore...about anything. I've noticed a term; "text 'wall' " as if more than several words without a picture is an insurmountable task. This phrase has been used by people who produce interesting and meaningful content - don't get me wrong - that's part of my point. Congrats. Your video is interesting AND useful. Thank you.
@chriscooper79625 ай бұрын
A way I'm considering mapping rooms that differs from the video is to call the walls of a room similar to how you call the hallways going around the room clockwise. Doors, passageways, etc would be their own square, similar to how turns, T's, and branches aren't counted as part of the distance of a hallway (assuming you're using his first method of calling and not the shoji method). For example: You enter the room from the West. The Westernmost wall runs 20ft North, there's a door, then continues 10ft north, turns East and runs 40ft. It heads back south 30ft, there's a 20ft passageway heading East leading deeper into the dungeon, but the wall Eastern wall continues on South for another 10ft then turns and heads west 40ft. The southern wall turns and heads North 10ft, and ends back at the door through which you entered.
@VicSicily5 ай бұрын
If only more content creators were like you. This is so much gold I feel like I've leveled up my game so much already just watching what you've out out. My players are in for a surprise on the next session.
@VicSicily5 ай бұрын
Wow man, this is absolute gold. I've watched a bunch of videos but this, this is great. I hope you make more videos.
@RollforDrama5 ай бұрын
Nice love how straightforward this is, and the practical tips for the calendar as well!
@kingskellyhands23185 ай бұрын
God damn, this is probably the best guide to hexcrawling I've ever come across. THANK YOU, my Fabula Ultima game just got so much better.
@magoschonkers7115 ай бұрын
Great channel man! Comes at the same time as me discovering the brOSR
@kjell68385 ай бұрын
hello could you maybe post your feature generation seems handy and i cant find the book you mentioned to steal some of the tables they used
@lucio83496 ай бұрын
Not sure if you are going to see it but I just want to say you are my favorite dnd youtuber and your videos have been so helpfull
@gfcsdnd2056 ай бұрын
Thanks! I appreciate the kind words, and I'm glad the videos have been helpful to you.
@tacky42375 ай бұрын
@@gfcsdnd205I hope you make more soon!
@Dagglestone6 ай бұрын
So I’m not familiar with old school stuff at all yet. Bought a pdf of the wilderlands in high fantasty. Some of it is like reading an alien language lol. I don’t know where to start with it, but I sure am interested in generating my own hex crawl. Really good video
@gfcsdnd2056 ай бұрын
Check out Old-School Essentials by Necrotic Gnome! It's a great place to start, and welcome and I hope you have fun on your journey through the OSR!
@Dagglestone6 ай бұрын
@@gfcsdnd205 I’m very excited. I started out on dnd 3rd and pathfinder. Played some cool D6 systems, some 40K roleplay, lot5r, a bunch of stuff. But I really love the vibe and mechanical feel of old school. It feels more about story and less about stacking character mechanics
@lexj47476 ай бұрын
You mentioned that the party could use the hollow tree as an indicator of their bearings in case they get lost. How would they get lost? I think im just a bit lost in regards to the micro play of a hexcrawl. Do the players declare they want to move north, or left, or towards a distant landmark?
@lexj47476 ай бұрын
It would help if i watched the rest of the video before commenting... 🤦♂️
@gfcsdnd2056 ай бұрын
@@lexj4747 happens to the best of us :)
@ymdw456 ай бұрын
Thanks again! You're practically the only guy on the Internet who realizes that video is meant to share information, not just talking faces.
@gfcsdnd2056 ай бұрын
Thank you!
@ymdw456 ай бұрын
Good advice, thanks.
@gfcsdnd2056 ай бұрын
No problem!
@dragonfan86477 ай бұрын
This seems interesting. I have to try this out. How do you come up with a loose theme, though?
@gfcsdnd2056 ай бұрын
Steal!!! From books, movies, video games, myths, dreams, your favorite modules, steal steal steal!!!
@EpeenKing7 ай бұрын
If you ever run OSR one shots I would love to try it out, haven't played anything other than 5e but just purchased the OSE materials :D
@gfcsdnd2057 ай бұрын
You're going to love OSR!
@EpeenKing7 ай бұрын
Great video! Looking to run my first OSR style campaign soon with OSE and I want to incorporate hex travel.
@gfcsdnd2057 ай бұрын
It's great fun!
@user__2147 ай бұрын
Great video! 3:42 makes me want to ask, what is your view on resource management in dungeons? The ultimate resource is time, and the usual thought is that time *has* to matter in a dungeoncrawl. If time doesn't matter, then the players can adopt a successful but un-fun playstyle of never risking anything. They can rest as much as they want, they won't run into extra monsters just because they're taking a long time. If they fail at lockpicking, they can just try 10 more times, because time doesn't matter. So it's commonly prescribed that time matters in a dungeoncrawl, and the passing of time triggers random encounters, wind that blows torches out, etc. Do you run games that way? If you *don't* run games that way, how do you encourage players to engage with the dungeon in a way that still creates risk and tension?
@gfcsdnd2057 ай бұрын
I always keep strict time records! I think my video on "how to run your first dungeon" goes over it, but basically in my notes I make a box with a cross in it to signify an hour passing (one stroke per turn, takes six strokes total) and roll for random encounters as prescribed in B/X.
@user__2146 ай бұрын
@@gfcsdnd205 Ok, cool. I guess I was confused by you calling wandering monsters a frustrating solution here, since wandering monsters are one of the typical consequences of the passage of time. I guess you were talking specifically in the context of traps? Like... "don't make bad traps and then use wandering monsters to push your players through them."
@gfcsdnd2056 ай бұрын
@@user__214 Correct; wandering monster rolls on their own are not frustrating, but combined with randomly placed traps can lead to this scenario: players spend every turn carefully inspecting each flagstone in the hallway, tapping everything with their 10' pole, moving at a totally glacial pace so as to avoid falling in the spiked pits that they know are *somewhere* in this huge labyrinth. This can be excruciatingly boring, so to encourage players to move faster, more monsters show up the longer you spend in the dungeon. Now the players are forced to abandon that carefulness... and promptly blunder into traps that they just didn't have time to check for. At the end of the day you've robbed your players of tactical choice and agency: either the solution is obvious - it makes sense to check every inch of the dungeon - and therefore requires no tactics on the players' part, or the solution is RNG - we have time to check two or three sections of the dungeon, just pick some at random and hope it's a trap.* Either way the players aren't making meaningful decisions. With the way I've proposed, the players are encouraged to explore and interact with the fiction of the world. Instead of rolling 1d6 to check for traps because that's just what you do, they carefully inspect the brilliantly brown copper statue in the room because the rest of this room is dank and untouched for years, why is there no oxidization on this copper statue? Shouldn't it be green? Something's amiss with it. & c. * Now there's definitely ways to mitigate this RNG, e.g. treasure rooms and faction leader lairs are more likely to be trapped, sure. But that still leaves the pernicious problem of the odd hallway trap or "trap room" - and even in the case of the treasure room, how will the referee decide *what* is trapped in the room? A random chest has a poisoned needle in the lock? Okay... but what about rolling 2/4/2 (weight difference, poison or water, juts or recedes) and coming up with a balcony overlooking a sea of gold coins that comes up to just about a foot under where they stand, undulating and pulsing in the torchlight? The seasoned crawler might key in on the word "undulating" and ask exactly what I mean by that - the coins are rolling like waves before their very eyes? But the foolhardy player might leap from the balcony into the sea of coins - and find that it is, in fact, a literal pool of water with a thin layer of fake coins on top. Too late, though, as his chain armor has already dragged him down to the bottom of the pool, where his bones will lay with the real coins and gems until the party finds a way to drain the water and access the treasure and corpses of other former unfortunates. But that's just how I like to play!!!
@user__2146 ай бұрын
@@gfcsdnd205 Makes total sense now. Thank you!
@ChibiButo8 ай бұрын
When will the legend return?
@taylorvansickle87568 ай бұрын
For noth and south just orient your hexes so that the flat edges are on the top and bottom... Just sayin'
@JessicaMorgani8 ай бұрын
Elden ring really feels like D&D 3.5
@gfcsdnd2058 ай бұрын
I'd never admit it out loud but I do have a soft spot for 3.X, especially when playing with Epic 6 rules...
@BlackOrc19889 ай бұрын
Great thanks for the video!😊could you possibly tell where to get wilderlands of high fantasy?
@gfcsdnd2058 ай бұрын
Unfortunately as it's been out of print for a long, long time, I think you'll have to Sail the High Seas nudge nudge wink wink
@BlackOrc19888 ай бұрын
@@gfcsdnd205 could you possibly advice some good alternatives?