NOD hexcrawls are some of the most useful aids for a game master out there. They support a game master in running an open world sandbox campaign.
Nod 32 has hundreds of interconnected points of interest. The description of each hex can range from a couple sentences to a couple pages. Not every hex has a point of interest. Players must wander or explore or happen upon most of them. Each point of interest is evocative.
You could run a game for many years with the material in a single issue. Most points of interest can be run with the info provided but some may need to be fleshed out more if the players choose to explore. This is mostly true for dungeon locations but you could easily use a free Dyson dungeon map or any number of others. Or its an opportunity for the game master to create and stock a dungeon.
NOD hexcrawls are in the tradition of the 1970s and 1980s Judges Guild Wilderlands hexcrawls. The Land of Nod is inspired by a mix of classic literature and 20th century astounding and weird pulp literature. This issue's hexcrawl is to the north of the much earlier Venatia hexcrawls and to the east of the Nod 32: Nomo hexcrawl. You can run a continuous huge hexcrawl with them. The price is incredibly reasonable given all the work that's been put in.
I highly recommend NOD hexcrawls for anyone looking to get experience running a large scale hexcrawl.
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