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Hexcrawl Encounter Design Guidebook

Every encounter should force a decision, reveal the world, or create a real resource trade-off.

Hexcrawl Encounter Design Guidebook RPG cover

Learn why sixty percent of your table should be signs, NPCs, and hazards instead of combat. Three worked examples walk through the techniques from first draft to table-ready entry. System-neutral.

  • The encounter trifecta, layered tables, pacing across a full travel day
  • Nine-question checklist for every encounter you write