Journey Rules (hex-crawl style)

My players usually want to know the tactical environment. I love this game because it’s really no trouble to scratch out five or six Zones, throwing interesting features into a few of them. I think it accords with the fictions being emulated, too.

With theatre of the mind, I think a lot is reliant on the players asking questions, i.e., is there a brazier with lit coals nearby? did the earthquake break up the flooring?

With tactical Zones drawn out, I believe the players can see what they have to work with. This doesn’t negate their ability to ask the sorts of questions mentioned above, however. And they even can intrude their own elements, particularly by spending Fortune.

1 Like