Exploration at its most fun!
Many gamers from back in the day probably still remember the old Expert Set adventure, Isle of Dread. Which is now reprinted here as a deluxe hardcover. My copy came with my original Expert D&D Blue boxed set. I have spent hours pouring over this module. I love it for its simplicity and charm. Not to mention several terrifying adventure sessions running around dodging dinosaurs and cannibals.
Without too many spoilers, X1 Isle of Dread sets up as a shipwreck. Or at least that’s my preferred way of running it. From there, the PCs have to salvage what they can for supplies, pick a direction, and start exploring. Assuming they have time to choose wisely because they’re not being chased by something. Thus, for many of us, began what is now commonly referred to as a “Hex Crawl.”

If you’re running a game, this can be a fast way to put together a campaign world on the fly. Or, for a completely random campaign of fantasy adventure, you can literally roll as you go or roll for any blank surrounding hexes next to the one the party just entered.
This style of game is a hoot because the person running it doesn’t necessarily even know what’s coming next. Personally, I recommend rolling for the adjoining hexes at the end of the session just so the GM can prep accordingly. That, and some landmarks are going to be dead obvious to the group, especially if they can get a bird’s eye view of the surrounding area.
I’ve seen all manner of distances applied to hexes from one mile to ten miles across or more. Some people like to draw on them with colored pencils or mark key land features for future reference. If you’re running a game based on random hexes, you can also have tables for encounters in any given terrain type, or even preset adventures for when the group enters “X” hex space. Ruins are a great example.

This style of world generation is also very useful if designing your own campaign world, especially if it’s set in a time before modern or magical global cartography. (There’s an adventure seed there for someone- Imagine a mage’s guild whose entire job is to teleport to random places, make a quick map, and teleport back before they get eaten by the locals…) I use this generation method myself because I don’t want to give away the whole map at once. Usually, I have a page of the larger hexes as my starting campaign map and then make more map pages as my group ventures out from their current hex.
I usually have some vague, general idea of where I want them to end up and what’s around it, but I certainly don’t have the whole thing lined up all in one week. That’s one distinct advantage homebrew worlds have over premade settings. The group can legitimately say, “We don’t know where we’re going yet. No one has been there yet as far as we know.”
How do I (h)explore if my group is in a premade world?
This style of play isn’t for everyone, but one thing I recommend for players and GMs/DMs who get burned out on the same old campaign world is to drop the player characters onto a brand new planet or sub-plane/demi-plane after an adventure or two in the old world. Much the same way the mists of Ravenloft used to abduct entire groups of adventurers, the PCs could literally just wake up in a new world and have to explore to try and find a way home, if they ever want to go back.
Once they’ve been transported from the old familiar maps they may be used to, the group is going to have to become somewhat more resourceful. If you think about it, food might not look the same. There are no familiar landmarks to go by. Heck, the stars aren’t going to look the same, if there are stars. Different planes have different rules. Maybe there’s perpetual day or night. Maybe there’s no metal as far as the locals know. This makes exploration one of the most valuable pillars in any RPG where the group is engaged in a hex crawl.
One word of caution for using this style of play- You may wish to limit certain types of magic if you’re going to have a good hex crawl. At low levels, it’s not a huge problem. Teleportation can be a regular game wrecker for hex crawls. So can certain divination spells. Even basic flying can get out of hand if the GM doesn’t find a way to reasonably limit it. (Freakish thunderstorms, flying monsters, antiaircraft flora…) Obviously technology can make things rough on the GM and super easy on the party. Look how far humans got with just a telescope and a few simple navigational tools here on Earth.
The nice thing about dropping the group onto a whole new world is they can hex crawl for a few sessions or the rest of the campaign. I do recommend if you’re going to turn the game into this style of play that it be mentioned before characters are made. Obviously someone’s 100 page backstory is going to deflate completely if they’re no longer anywhere near those places and events mentioned therein. Artificers, Clerics, and druids are going to be extremely useful or completely hosed depending on where they end up. It’s also a good time to introduce any major rules changes the GM might wish to impose due to the new environment. Please make sure everyone is on board before the hex crawl begins.
Hope this little foray into the worlds of hexcrawling was useful. I may drop another article similar to this one down the line explaining how to set up the random tables with more examples of adjudicating a hex crawl game. Have a great day. Take care. Game on.