Travel, Hazard, and Hex Procedures
Overview
These sources converge on one practical idea: long-form travel works best when navigation choices, intra-hex procedures, and hazard accumulation are all explicit.
The newly ingested procedure notes reinforce landmark-forward navigation and exploration turns as a repeatable conversational loop: clarify state, declare action, resolve pressure, and return choice to players.
Procedure Stack
- Route layer: treat overland movement as path decisions between meaningful nodes.
- Hex layer: run inside-the-hex procedures only when local detail matters.
- Hazard layer: advance danger clocks with weather, delay, noise, or attrition.
- Flux layer: treat transitional spaces between keyed nodes as active procedure zones.
Expedition Turn Loop (Referee Procedure)
Run overland play in repeatable beats:
- Declare route and pace.
- Resolve navigation uncertainty.
- Advance hazard clocks.
- Trigger encounter, discovery, or quiet progress.
- Consume resources and update conditions.
- Offer a meaningful next decision.
This loop keeps travel playable and decision-dense.
Hazard Clock Menu
Use small clocks tied to concrete pressures:
- Exposure clock: weather, fatigue, or radiation.
- Attention clock: noise, tracks, signals, faction awareness.
- Supply clock: food, water, ammo, battery, fuel.
- Stability clock: route collapse, flood, bridge failure, political closure.
Advance 0-2 segments per turn based on pace and risk choices.
Hex Bandwidth Rule
Not every hex deserves full procedure depth.
- Transit hex: one roll, one detail, move on.
- Tension hex: run one full loop with hazard advancement.
- Site hex: switch to detailed point/site procedure mode.
This prevents exploration bloat while preserving meaningful hotspots.
Flux Space Usage
Treat flux spaces as controlled uncertainty zones between fixed nodes:
- Ask one navigation question.
- Ask one environmental question.
- Ask one consequence question.
Answer with a table roll, referee choice, or hybrid. Record the result as persistent world state if it matters.
Worldbuilding Through Travel
Travel should reveal how the world actually works:
- Which routes are maintained and by whom?
- What dangers are natural vs. politically produced?
- Where do people trade, hide, pray, or extort passage?
If travel cannot answer these, add stronger regional identity markers.
Referee Checklist
- Current route options:
- Hazard clocks in play:
- What changes if the party is delayed:
- One visible sign of regional power:
- One non-combat discovery that rewards caution:
Practical Benefits
- Preserves strategic map play without bogging down every hex.
- Keeps travel tense through accumulating risk rather than constant fights.
- Improves legibility of player choices around pace, caution, and supplies.
See Also
- Hazard Clocks and Pressure Mechanics — Standalone concept covering the concurrent clock procedure
- Travel Pace as Risk Dial - Standalone comparison of pace, hazard, and logistics tradeoffs
- Pointcrawl and Hexcrawl Exploration
- Wolves Upon the Coast Hexfill Procedure
- TTRPG Movement Speed Exploration