Friday, December 27, 2019

Six Mile Hexes links

For a variety of reasons, I've been thinking about 6 Mile Hexes. Not that I run a hexcrawl, but still, it's useful metric to keep in mind when thinking about PCs and NPC carving out kingdoms.

I decided to put together some links that I've found useful concerning them.

In Praise of the 6 Mile Hex

How Much Adventure in One 6 Mile Hex?

So Hex Size in Square Miles (about 32 miles)

The AD&D DMG discusses setting up a stronghold by clearing an area, and discussed 20-40 mile hexes (p. 47) and even 200 yard hexes for small-scale mapping (p. 93).

What other links should I add for discussions of the basic structure of a six-mile hex for domains or exploration?


  1. Six mile hexes are ideal. Thanks for putting a marker down on them for folks to think about.

  2. Other than being a five-mile hex fellow myself (easier math in a hex crawl), I'll recommend products since goodness knows I have loads of them:

    On Downtime and Desmesnes. Guidelines for amount of stuff in a hex in the appendices, some domain guidance in the main text.

    ACKS. The system itself is set up to have the domain game, plus Lairs & Encounters has some guidelines for number of monster lairs in a hex early in the book.

    d30 Sandbox Companion. Among other things, there's more detail for the physical features of a six-mile hex.

    Ready Ref Sheets. The daddy of them all, it has tables for the physical details of a lair, something nobody puts in tables anymore. Alexander Macris of ACKS told me on Discord once that this is what he used for Lairs & Encounters.

    1. I was thinking blog posts more than products, but these are helpful. I have ACKS and the Ready Ref Sheets. I found the latter a lot of fun but I haven't actually used any of them.

  3. Don't forget The Welsh Piper. I've used this, specifically, to good avail in creating hex maps:

    Also, like him or not, Zack had a good set of tables for sussing out general info on dungeons as you place them. Again, I've used it to good effect in hex mapping:

    I'll post more later when I can get ti my computer and do this right.

    1. I hadn't seen that earlier link.

      Zak is tough, because he's very creative but also fairly toxic to deal with. It's not really dungeon placement or dungeon contents that I found interesting about 6-mile hexes or wilderness in general, but rather the ins and outs of navigating and dealing with terrain and travel in that interests me. Dungeons . . . I can do dungeons very easily. That's what I started out gaming with.

  4. What's the logic behind 6 mile hexes over 5 miles? Is it just a traditional convention? The latter always seems preferable from a math calculation standpoint, especially if daily travelling distances were rounded to nearest 10 miles.


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