Does your world explain itself, or does it only make sense in your notes? The Hexcrawl Worldbuilding Design Guidebook is a system-agnostic GM guide for building hexcrawl regions, hex maps, settlements, and factions that connect to each other. Every hex points to at least one other: what caused it, or what it causes. Instead of treating worldbuilding as backstory you write and players never see, this book shows you how to build a region in one evening and put its history on the map where the party can find it, investigate it, and loot it. Whether you run Shadowdark, OSR, 5e, Pathfinder 2e, or another fantasy RPG, these GM tools adapt to your system while strengthening the foundation of your hexcrawl: the world your encounters sit in. Inside you’ll find: The six-step build procedure: a playable region in about ninety minutes Three facts and a twist: the setup that makes players lean forward at session zero Terrain profiles, barriers, and chokepoints that turn travel into a decision Culture derived from terrain, plus four outsider stances for settlements Faction traces, so players discover territory through physical evidence rather than exposition The fact/clue/mystery structure for ruins, and ruin ecology for what lives there now Printable cards for terrain, settlements, factions, ruins, history, and growth A five-minute review for GMs who already have a region and want to patch the gaps The Greymire: a full worked example from blank page to session one Perfect for GMs who want a world that runs itself, decisions with consequences, and a map that rewards exploration session after session.
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Ficha técnica
- Autoría
- Matthijs Holter
- Editorial
- KR1 Publishing
- Año
- 2026
- Jugadores
- 3-5
- Idioma
- Inglés