Hexcrawl Stocking and Content Methods
Overview
Stocking hexes is the hardest part of hexcrawl design. The map exists; encounter tables exist; but what actually goes in each hex? Three approaches, from granular (individual hex) to structural (content network).
Method 1: Creating Hex Content — Two (and a Half) Methods
Source: Psionic Blast from the Past.
Method A: The Blank Hex (No Prior Context)
When you have an empty hex and no established context for what belongs in it:
- Assign terrain (if not already mapped)
- Roll a content type: is this a landmark, a monster lair, a ruin, a mystery, a resource?
- Generate a seed from your tables: a creature type, a structural concept, or an evocative phrase
- Ask why it's there: the "why" connects it to region history and generates hooks automatically
The "why" test is load-bearing. A goblin camp exists because goblins are migrating from somewhere, or hunting something, or were pushed out. Each answer implies adjacent content.
Method B: The Contextualized Hex (Map Already Established)
When surrounding hexes have existing content, new content should respond to context:
- What factions control adjacent hexes? Their presence bleeds into this hex (patrol routes, resource extraction)
- What terrain connects to this hex? Rivers, passes, roads create natural content (bandits on the road, hermit at the ford)
- What's the history of the region? Prior civilization creates ruins; conflicts create battlefields
The contextualized method produces a more internally consistent world. Spend more time on context derivation and less time on pure generation.
Method C (the Half-Method): Reactive Stocking
Don't stock every hex before play. Stock only what characters can reach in the next session. After each session, extend stocking one hex-ring outward from current player position. This keeps prep tractable and produces content responsive to actual play.
Method 2: Hierarchical Graph Design
Source: Psionic Blast from the Past.
A hexcrawl's content forms a network with implicit hierarchy. Making the hierarchy explicit produces better design:
The Hierarchy
Macro Node (Region / Major Faction Hub)
├── Mezzo Node (Sub-region / Supporting Location)
│ ├── Micro Node (Individual hex content)
│ └── Micro Node
└── Mezzo Node
└── Micro Node
Macro Nodes: The dominant feature of the region — the major dungeon, the city, the monster lord's stronghold. These are the "final" content players work toward.
Mezzo Nodes: Supporting structures that point players toward the macro node and contain interesting content in their own right. A lair that provides information about the macro node; a ruin that rewards exploration and contains a clue.
Micro Nodes: Individual hex content — the encounter, the landmark, the cache of supplies. These support the mezzo node.
Why This Matters
Without hierarchical thinking, hexes become a flat collection of unrelated content. With it: - Every piece of content points somewhere: micro → mezzo → macro - Players who follow one type of content (rumors, factions, landmarks) naturally progress toward the macro nodes - The referee can improvise micro nodes on the fly because the mezzo/macro structure provides context
Applying the Graph
- Establish your macro nodes first (what's the big thing in each region?)
- For each macro node, design 3–5 mezzo nodes that support or surround it
- Stock micro content reactively (see Method C above)
Use pointcrawl notation for the graph — nodes are locations, edges are paths. Visible from adjacent hexes = edge; requires exploration to discover = hidden edge.
Method 3: Fantasy Sandbox Creation (Rob Conley)
Source: Bat in the Attic, "How to Make a Fantasy Sandbox."
A comprehensive top-down method for full sandbox creation:
Step-by-Step Framework
- Pick a milieu: your setting concept — what's the dominant culture, what's the background event that shapes the present
- Draw the map: rough terrain overview; mark major geographic features
- Design settlements: start with the main hub (the players' home base); branch to surrounding towns; mark roads
- Identify notable locations: for each region, 3–5 notable sites (dungeon entrances, ruins, shrines, wilderness features)
- Design factions: 3–5 factions per region; map their territory and goals
- Populate with inhabitants: assign creature types to terrain zones; create encounter tables
- Seed rumors and hooks: 10–20 rumors pointing players at notable locations, faction activities, and mysteries
The Crucial Principle
Start with what the players will interact with in session one and expand outward. A complete sandbox doesn't need to exist at session one — it needs to exist wherever players are going.
Comparison of Approaches
| Approach | When to Use | Strength |
|---|---|---|
| Blank hex method | Improvised, during-session stocking | Speed |
| Contextualized hex | Pre-session prep with established map | Coherence |
| Reactive stocking | Ongoing campaign management | Sustainability |
| Hierarchical graph | Campaign architecture design | Structural integrity |
| Conley's full sandbox | Complete campaign startup | Comprehensive scope |
For most campaigns: use hierarchical graph for architecture, reactive stocking for management, contextualized hex for deliberate prep sessions, blank hex method for improvised extension.
See Also
- ../references/hexcrawl-design-checklist.md
- ../references/west-marches-campaign-framework.md
- ../concepts/landmark-hidden-secret.md
- ../concepts/dynamic-sandbox-design.md
Sources
- https://psionicblastfromthepast.blogspot.com/2019/08/creating-hex-in-hexcrawl-two-and-half.html
- https://psionicblastfromthepast.blogspot.com/2020/11/designing-content-with-hierarchical.html
- https://batintheattic.blogspot.com/2009/08/how-to-make-fantasy-sandbox.html