Fast Travel & Watch-Keeping Procedure
This is something I wanted to isolate from my post about mosaic worlds [1] because I thought it was worth drawing out and expanding upon. In that post, I talk about organizing the world into modules of four hexes. Although it's built on the assumption that each hex takes a baseline of 4 hours to traverse, I discuss an upper level of abstraction where you instead traverse a whole funny-shaped region in 1 day. This recalls the original hex crawl procedure from OD&D , where a turn is considered as having the duration as one day. The difference is that instead of moving through multiple hexes in one day-turn, you move through one region in one (at a minimum) day. This has the benefit of simplifying the choices you make while making your decisions more meaningful since you can emphasize the various features of the whole region, at least along the vector of travel. It also massively simplifies the resource management problem, i.e. ration consumption. For hex crawl procedures with ti