In this series of articles, I will guide you through the process of designing a sandbox hexcrawl, illustrating each step with Chardauka, one of the continents of my world. Throughout these articles, I will cover both adventure content creation to populate the hexes and the worldbuilding elements that bring the setting to lif e. Today I'm going to talk about how I would adapt Dungeon Crawl Classics #19: The Volcano Caves to my own setting. I'm working with the D&D 3.5 version written by Luke Johnson and published by Goodman Games, which I can already say is a much more solid module than its "classic dungeon crawl" appearance might suggest. It has good ideas, a background with teeth, and a use of the volcanic environment that goes beyond simple "lava = danger." Before getting into the nitty-gritty of the adaptation, it's useful to briefly outline what the module is about. The adventure takes place on Mount Rolnith, a volcano that had been dormant ...
In this series of articles, I will guide you through the process of designing a sandbox hexcrawl, illustrating each step with Chardauka, one of the continents of my world. Throughout these articles, I will cover both adventure content creation to populate the hexes and the worldbuilding elements that bring the setting to lif e. The other day I watched a YouTube video where its author reflected on a fairly common idea: that modern RPGs' obsession with story, with a tight plot, has displaced exploration and, in the process, has worsened the gaming experience compared to Old School approaches. The critique isn't off base. Many commercial adventures that put the story front and center end up becoming a very narrow rail from which players cannot deviate without derailing everything. Adventure paths are especially guilty: a succession of scenes meant to occur in a specific order, with very little room for the table to explore, make mistakes, or simply do unexpected things without...