I came across this while looking for new hexcrawl games. The idea of a hexcrawl through the sky sounded unique and interesting. Skycrawl certainly delivers on that!
Most hexcrawls use a map that allows players to plan their journeys. In Skycrawl, you use a Chart of lands near and far. The Chart chages every time you travel between lands and this can make the next step on your journey more or less difficult. While the relative positions of lands may make a journey more or less difficult, it rarely makes them impossible. The travel mechanics also reward players who spend time gathering information about a new land before setting off.
Journeys between lands can be difficult but not necessarily deadly.
Skycrawl in intended to be used with any RPG system, not just DnD, so outside of the travel mechanics and Orcery, things are left rules-light. I don't consider this a bad thing as it provides fodder for roleplaying. There is a simple system for ship combat in case your regular rules system doesn't have one.
The creature and ship generators are simple and rules-light for roleplaying but I love the land generator most. It opens up so many possibilities for locations to visit. A GM could sink hours if not days into generating interesting locations for their players to visit.
All in all, I'm very happy with what I found in Skycrawl and look forward to many adventures through the Azure.
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