Recently, I've hopped back into
The Elder Scrolls V: Skyrim to do some adventuring and have some fun. Like most Elder Scrolls games, Skyrim lets you really dig in and explore -- go completely off the rails and do whatever you feel like, within the limitations of the engine. And that's why I love it and the series, in general. Playing it, though, is bringing to mind another type of gaming that I also love -- hexcrawl adventures.
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Overlooking Solstheim in Skyrim. |
For those unfamiliar, a hexcrawl is a tabletop RPG campaign that has few, if any, strict storyline limits or focuses. It generally takes place in a sizable world that the GM has already roughly (or thoroughly) mapped out and placed various bits of content in. A lot like Skyrim, basically. The appeal of such game play, to me at least, is the exploration into the unknown and the discovery of what lies within it. Freedom of choice also plays a big part, as there is no (obvious) railroading adventure that you are forced to follow. Skyrim does differ in that aspect, as there is still a central storyline to the game, but that storyline is also easily ignored.
So, explanations out of the way, what does all of this have to do with anything? Well, while lightly pondering the subject I started to apply different aspects of Skyrim to a hexcrawl. Nothing terribly in-depth or detailed, as most of my ideas tend to be, but still potentially ripe for further ideas and picking.
One of the most important aspects that I believe both types of games share is that of exploration. In a hexcrawl you might bring your band of adventurers into an unexplored hex and be given a rough outline of what is there -- typically the geography, maybe some major land marks or towns -- and then require further searching (and maybe some skill checks) to root out the more exotic points of interest. While in Skyrim you have a compass that displays icons of nearby locations and a map of the world that highlights the geography, as well as major cities and any locations you have discovered.
The point here to highlight, and think about in a tabletop sense, is Skyrim's handling of nearby locations. This could be easily done on the tabletop by just having the party determine which direction they are heading in and then give them a rough description of locations within a certain radius -- possibly dependent on visibility. I really like the feel that such a style of exploration gives off. Not just heading in a random direction and going until they hit something, or just heading straight for a known city and picking up quests at the tavern, but really exploring out into the wilds and seeing what the world has to offer -- then deciding on what to check out.
Of course, tabletop has one more aspect that really helps with building immersion for the exploration -- the drawing of personal maps. Since Skyrim tends to handle all of the mapping for you, you don't really get to enjoy that aspect. On the tabletop, I would love to have a blown-up, simple map of the hex being crawled, allowing the party to then trace their current route and make their own icons and marks of potential sites to explore. It really does add to the experience.
There is one major downside, potentially, in the attempt to marry Skyrim-style exploration and hexcrawls. Work. Skyrim had a large team of developers and years of full-time work on it. Not many, if any, GM's have that type of manpower behind their campaigns. Coming up with enough locations to fill in each hex would take quite a bit of time and energy -- probably too much. But, with some of the random generation tables that some RPGs -- like the
Adventurer Conqueror King System -- and some standalone products have, it may not be too difficult.
Definitely something to think about further.