Although it is great that this book offers some random tables and mechanics to build a hexcrawl around, I feel that this book adds too much filler, making it hard to find the useful content. And even the useful content may sometimes be subpar.
For example, the book follows a convention where each chapter is preceded by some discussion about where the contents of that chapter can be useful or desirable. However, 99% of the discussion is not helpful because it is obvious: yes, I know that I need time to plan an adventure if I go with the approach where I plan my game.
Another example is the attempt to provide assistance for encounter building, which felt a bit uninspired. For the "environmental encounter" chapter, for example, there are basically 3 "types" of environmental encounters which scarcely even touch the surface of the types of environment encounters one may find. When trying to build such an all-encompassing advice, it is probably best to stick to loose ideas that a DM can fill in with their creativity.
On the other hand, some important questions may require careful digging to find because they are not emphasized. For example, the density of POIs means nothing if we don't know how many hexes a player can cover in a day (or some other similar benchmark), why can't the author state their expectations about the map scale when discussing POI distribution? Why does the author instead dedicate so many words to establish the implications and "when to use" sparse/medium/dense? From a game design perspective, the DM cares a lot about the interplay between replenishing resources (through rest perhaps?) and encountering new POIs (especially hostile), which is not discussed. Beyond that, it is just to evoke some feeling in that particular area of the map.
All in all, I don't think this book is worth the price. It contains a lot of filler that manages to not offer value to both detailistic and non-detailistic DMs alike. If you are patient enough (and if you keep good notes for future reference), you can probably find the actual useful game mechanics that the author is proposing. Perhaps you can even find something in the discussion that you didn't think about before. However, you will probably find it very necessary to supplement this book with content from other sources.
Edit (answering the author; apologies if you cannot reply to this, I have no idea how DriveThru works):
Thanks for taking the time to answer to my review. I know that writing a book is a very daunting endeavour and I know that I personally am very bad at giving feedback. I hope you can find good use for what I am saying in future publications.
I tried to incorporate a lot of handholding and explanation into each topic, mainly due to a lot of helpful feedback from the Solo Adventuring Toolkit asking for that sort of thing explicitly. (...)
I understand the intent, if nothing else my experience is an indication that it is currently a bit overwhelming to find the meat of the content, i.e. I think you ended up taking that feedback too much to heart. It's definitely not easy to balance the feedback of many people.
The environmental encounter chapter is a snippet of the larger Environmental Encounters book, and isn't intended to be all-encompassing. (...)
I definitely missed the section that specifically pointed out to draw from other sources because the title of that section is sort of obvious: yes, I will draw from all the sources, of course. However I still hold that the information could have been presented in a more useful way.
For example, the Questions & Options bit is very skippable, probably the "avoid at higher levels" part is the most important tip. You don't have to say that if the flavor the DM is going for is for more exploration, than exploring the environment should be emphasized because the DMs that specifically took the decision to have more exploration will figure this out. Unless they chose more exploration for the wrong reasons, when they would happily have only combat encounters, which in the end was what they wanted to begin with.
Also this section is supposedly not meant for beginners, so you can just say that in the intro and then be address only the experienced DMs, describing everything else more succintly, e.g. "Here are just a few options, but please look elsewhere for more stuff."
It seems that you became a victim of the organization you planned in the beginning. But I understand it came from a good place.
"if we don't know how many hexes a player can cover in a day" Honestly confused about this point, as there's an entire extensive section in the book that discusses this topic in great detail, offering lots of options and specific metrics, with plenty of visual examples, and addresses the topic in the context of the full variety of the basic terrain types.
I understand that there is a lot of info about that. But my point is exactly that it takes a lot of work to fish for that particular tidbit which is so so important for a noob DM (like I sort-of am too).
What I am saying is this: I want to pace the encounters / POIs in a way that makes sense to how the game mechanics of the system I am playing work. For example, as a D&D 5e DM, I am limited by a XP daily budget, so it doesn't make sense to throw too many medium encounters in a day. So if a player goes in a straight line, they shouldn't find more than 8 medium encounters (at least not if I don't want the players to slow down).
Therefore, I need some guidance as to how to distribute the POIs. (Giving a random table is a good start, but without a notion of the amount of in-world time a hex represent that is not complete, maps will look completely different at different scales following the same random table)
If I am new to hexcrawling (which I am) and I follow the "Required Only" checklist, I will not stumble in any tips regarding map scale. So I could easily make the mistake of creating a map where every hex is traversable in 10 min (again, no indication to the contrary following the "required only" checklist) which is a reasonable time frame if I am clueless and I have heard of 5e's "dungeon turn".
I just need some sane default that works well with my system. Maybe there could be a throwaway line that says that hexes are expected to be such and such size and/or traversable in such time. What I was suggesting was a different perspective that is system independent: describe how many hexes player characters are expected to traverse on foot in a day. And later point out that if you have any custom needs, there is a whole discussion in Chapter X.
I didn't reproduce that section again in the POI discussion because it was already discussed. "not offer value to both detailistic and non-detailistic DMs alike" Each of us is, of course, free to determine what we find valuable or not, and your own perspective is clear. (...)
I am a sucker for realism and game design. I read the book "Magical Medieval Society" by Joseph Browning and Suzi Yee and a lot of other books with random tables and tips for building adventures and encounters.
What I was trying to convey there was that even a detailed-oriented person like me that loves discussion on game design or just more realistic worldbuilding will not find value in some of the discussions in the book because so many of it is skippable.
But after studying dozens of similar resources, books, toolsets, blogs, and other resources, I can say with confidence that there is absolutely nothing that comes close to this book in terms of completeness, detail, options, creativity, or guidance--that nothing exists in this vein already is literally why I was inspired to write this book in the first place.
I respect your intent to fill this gap, of course.
I would be genuinely curious as to what other hexcrawl resources do fit your needs (not intended as snark--literally, please do tell me what other books on the topic you have found more helpful, so I can go buy them!).
I didn't find any so far. But I can improvise something by adapting any system of encounter building that covers combat, environment, social, etc and basically populate the world based on that. My hope with the book was to find something more directed at hexcrawling, which the book has. My complaint is mostly about how it is hard to find that information because there is what I understand as "filler".
Some final feedback:
I think that making information more easily skippable would be helpful. I understand that there is conventions in the book to help with that, but even those conventions can work against you sometimes. Maybe there should be a section for just the new DMs, which everyone can skip on a second read (perhaps you can use the current conventions as a checklist to what you should cover in that section). The outline of a chapter should be mostly to help find content after that.
Also please do not expect the reader to remember the extensive list of conventions that are described in the introduction. Aim to make it as obvious as possible to understand what is written without having to rely on the icons because I sure won't remember what they mean.
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