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Sunday, February 1, 2026

Transcript Feb 1st - Turn Your Hex Crawl Into a Real Game (Steal Dungeon Procedures)



Original Video: https://youtu.be/QaU9IJMJ-ig

Transcript is lightly edited. Expect typos and worse ;)

A viewer recently asked if you can steal dungeon procedures and use them for a hex crawl. Simple answer is yes. And once you do, wilderness travel stops being that blurry. We walk for a while montage and starts producing real decisions. 

Again, because dungeon procedure isn't about doors and corridors, it's about pressure, time passing, right? Risks showing up, resources draining, and the world reacting while the party debates what to do next. So here's the translation. In the dungeon, you've got turns. In the wilderness, you've got watches. That's it. That's the move. That's the swap. That's the switch. Pick a watch length that fits your table. If you want a gritty and granular, make it two hours. If you want. The classic pays for travel still matters, but doesn't eat up the whole session. Make it four hours if you want it loose and fast, go I guess a half day. I tend to stick to four hours because it gives you a rhythm without turning travel into homework. But what matters most is having a loop you can run without thinking. 

Same way with dungeon turns, right? They run smooth once everyone knows the routine, so every watch you do the same handful of things first, get the party to commit to a direction and a pace. Where are you heading? Are you moving normal, cautious, or fast? And that second question matters more than than people think, because it's how you turn, turn, travel into choices instead of simple movement. And then keep the roles Simple. One person is navigating. One person is scouting. You don't need a job fair. You don't need to debate it. You don't need to stress the whole crap out. If nobody wants to do it. Fine. Then the wilderness gets its own vote. 

Next, you pay the cost of the watch. See, the wilderness has a torch timer, too. But it doesn't look like torches. Don't look like torches at all. It's food and water. It's light. If you're traveling at night, fatigue if you're pushing it, wet gear, cold heat, whatever you actually care about in your game. And if your table has bookkeeping, don't get fancy. Make it blunt. Make it consistent. Mark it off and move on. The goal isn't realism. The goal is that time has teeth. 

And after that, handle navigation. Do you actually stay on course? See, in a dungeon, the walls do a lot of work for you. Outdoors navigation is well, it's the wall when it matters. Bad weather, no landmarks, unfamiliar terrain, night travel, moving fast in pursuit or being pursued. Make the navigation, checking if they fail. You don't need to play. Gotcha. Just add. Just add friction, right? Maybe. Maybe they drift into the wrong hex. Maybe they burn an extra watch getting their bearings. Maybe they hit a feature that slows them down a bar, a cliff. Deadfall washed out trail. Getting lost should feel like the wilderness pushing back. Not like the referee. Not like the DM trying to get a win. 

And then to your encounter. Check. One check per watch is usually enough. If it's a nasty region, a war zone, the cursed woods. I don't know. The dangerous swamps. Monster country sure bump up the, uh, the amount of checks. 

But here's the big thing. Wilderness encounters don't always have to be surprised. Wolves. No, no, that's not a lot of the time. The parties should get signs first. Smoke on the horizon. Vultures circling. Fresh tracks down the trail. Dense. Disenchanting. I don't know why. I have trouble saying that. A broken arrow in a tree. A corn that wasn't there last time. You see, that's what makes the wilderness feel Alive. It gives the players a choice. We always want the players to have a choice, right? Engage, avoid detours, set an ambush or slow down and scout. See? That's the actual play. 

Now, I suggest you give them one notable feature for the watch. Think of it like a dungeon room. Okay, not every room is a fight, but every room is still something. A hex crawl needs the same idea, just spaced out. So most watches should include at least one distinct thing. A creek crossing a ridge line with a view. An old road half swallowed by weeds. A ruined khan. A fork in the trail. Signs of people who shouldn't be here. Something of that sort. You don't need a paragraph. Okay, don't do that to yourself. You need one clear thing that makes this stretch of travel different from the last one. 

If your hexes are keyed like you're using Rob Conley's excellent works, um, pull it from the key. If they aren't, use a quick table and keep moving and then advance time and do it again. Update time of day updates applies. Update fatigue update what has changed? Once your table gets the rhythm, this runs just like dungeon turns. It stops feeling like I don't know, wilderness rules and starts feeling like the game. The game of D&D.  

Now let's talk about those three travel modes, because this is where the hex crawl stops being, well, that board game, Wilderness Survival. Yeah. No, we don't want to play that. Okay. 

Normal travel is the baseline. You cover standard distance, you make standard noise. Make take standard risk. 

Cautious travel means you're moving slower, but you're harder to surprise. You're less likely to wander off course. This is the choice for. We're in dangerous territory, and we don't want to blunder into something much more dangerous than we can deal with. Fast travel is the opposite. You cover more distance, but you're more likely to get lost, more likely to w

ear yourself down, and more likely to stumble into trouble before you see it coming. Generally speaking, you only use that in very safe areas. 

So now the wilderness is doing what dungeons do, right? It forces a trade off between speed and safety. And here's where many people miss a trick. What can you do in a wash besides just moving? See, in the dungeon you can spend turns listening, right? Searching, mapping, spiking doors, poking the statue, whatever those actions cost time and time invites and counter checks. Same thing outdoors. A watch can be spent foraging or hunting. Scouting ahead. Searching a feature. Mapping carefully. Traveling stealthily. Hiding your trail. Setting an ambush. Building shelter early because the weather is turning. And the important part is this those choices cost time. Time triggers Checks. Checks create pressure. That's why it works. Sounds familiar right? 

Camping works the same way. Don't treat camping as a free reset when nothing can touch them. Treat it like we bar the door in a dungeon, ask, are you camping safe, hidden or exposed? Who's on watch? What's the watchword? Is the fire visible? And then make a night and count the check. And again, you don't need it to be an instant attack. Every time signs are your friend, a guard hears something in a brush, sees torchlight far off, finds fresh tracks around camp in the morning. Now camping feels like a choice. It's not just a hey, he'll reset. 

Now let me give you a quick example so you can hear how this sounds at the table. The party is moving north through dense forest trying to reach a ruin. All right, next watch. What's the direction? North. Your pace. Normal. All right, Mark off food. Make a navigation check its day. They've got landmarks. They stay on course and count the check. Oh, okay. Yes, but it's not an ambush. They find fresh bootprints crossing the trail. Too organized to be hunters. What's the feature? To hit a creek. There's a rope bridge. Old and frayed. And now you've got decisions. Follow the tracks or avoid them. Cross here or look for a Ford. Spend the watch scouting the far bank. Push on and risk whatever comes next. That's dungeon. Making decisions just happening in the outdoors. 

See, most hex crawls fall apart because travel becomes a loading screen. And for those that are my age, you remember how long those loading screens were on your computer? RPGs. You travel, you travel, you travel. Okay. You arrive. Oh my God. I'm thinking of EverQuest and getting on the boat in any case. 

If you want wilderness to matter, you need a time unit, a risk role, navigation, consequences, resource pressure, and one distinct feature per chunk of travel. Same pressure system as the dungeon, just scaled up to hexes. So here's the quick takeaway. Pick a watch length, run the loop and don't handwave the boring parts. As tempting as it may be, because those boring parts are where the meaningful choices lie. Try it for one session and watch how fast your players start moving with purpose. Now, if you want, I can do a follow up. 

And if I do the follow up, I'll try to get a printable watch card and a the wilderness encounter table that's heavy on signs, omens, NPCs, weather the hazards. You know, the normal stuff that isn't just monsters and creatures, but stuff that makes a region feel like it has a pulse. Let me know in the comments. Also, let me know in the comments if you have topics you want me to cover. I'm trying to go through the videos to find out what people want me to cover. And yes, I am working on the one sheets. It's a bit time consuming when you're trying to dig your car out of about, I don't know, three, three and a half feet of, uh, snow plow ice that has packed it in. But for now. For now, uh, watch his navigation encounters features and repeat. That's how you make a hex crawl feel like an Aussie game instead of fast-forwarding to the next dungeon. Thank you for watching. God bless. I'll catch you tomorrow.

Sunday, January 25, 2026

Actual OSR Christmas Reboot - Right Now!



So, I'm finally free from the insane sinus headaches that went right into my upper jaw. Not fun. They lasted off and on for the better part of the past month. This year's flu is nothing to f' around with.

Well, it's time to clear the plate of OSR Christmas 2025

As the failure lies in my hands, I'm doing the following:

I'm putting 10 $20 DTRPG Gift Certificates and 1 $50 DTRPG Gift Certificate into the gift pool.

The Emperors Choice Kickstarter Boxed Set is still in the mix.

I'll reach out to our other donors and find out who's still in.

All gifts will be awarded on January 31st, this coming Saturday @ 2 PM ET

If you have already emailed OSRChristmas@gmail.com, you are in the mix to be gifted.

If you HAVEN'T emailed yet, do so by NOON, January 31st, to get into the mix to be gifted.

Thank you for your patience - Tenkar




Friday, January 16, 2026

Here's Something You Won't Read Often: Thank You Ken Whitman

Here's Something You Won't Read Often: Thank You Ken Whitman
Hello Tavern Patrons, long time no read. Christopher Stogdill (Frugal GM) here with a bit of a quick thanks and shout out to one of our communities biggest KickScammers I know of: Ken Whitman, or should I honor his attempted re-brand of Whit Whitman?

For more than a decade now I've been documenting every bit of Kenny's fuckery over at Not Another Dime! (for Ken Whitman). Now my name was overtly attached to that blog, but the only people, until today, that didn't know I was over there either didn't care, hadn't read my 2015 guests posts here at the Tavern, or were Ken "Whit" Whitman.

Seriously, it wasn't too effing hard to figure out:

  • All my blogs, a bunch, ok most, aren't active

  • I literally mentioned a "not another dime" campaign in an early post, just before forming the blog.
  • I reserved his D20 Entertainment LLC domain from the state of Kentucky AFTER looking for his company from all 50 Secretary of State offices.
  • I followed up with the hotel, in person, where Ken had allegedly reserved a room for his Kickstarter movies premieres at GenCon. Why? Because my wife had given him an extra $300 specifically for the after-party. 
  • I referenced one of my personal blogs, with a review, on NAD.
  • Getting information direct from LinkeIn lets a user know who's looked at their profile.
I'll be 110% honest that I was beyond pissed with Ken's bullshit during the KoDT:LAS Kickstarter era. He had fucked over so, so many of my friends. The lies upon lies upon lies....it got old quick. NAD was really intended to be as neutral as possible and simply document everything possible. I feel like my neutrality was, at best, questionable at the onset, but after a decade of uncovering all this....for lack of a better term...shit, I/we (I do have help.....) have difficulty even pretending to be neutral on this singular blog topic.

I think I've been quite clear that 1) NAD is for educational purposes, 2) We're no longer neutral, 3) NAD is a "jumping off" point to enable the reader to make their own informed decision about Mr. Whitman's history and business character, and 4) Don't believe us, follow the links you can and make your own decision.

Thing is, getting information is part of the problem....

You can still find some information regarding Ken's Rapid POD days, and if you talk to some of the old TSR folks you might get some details of Ken's actions. It is difficult to do and really, not many people are going to spend a lot of time doing a "deep dive" for information that you could use as a primary source. Ken has spent a LOT of effort to cover up his tracks. Delete, delete, attack, diminish, seek pity (remember the CTE excuses).....but the biggest single enabling factor for Ken, now Whit, to be able to begin his scams (my personal, legally protected opinion) anew: Time.

People have moved out of the hobby and new people have moved in. There are more gamers now than there have been in the past, and Kickstarter is still a thing.

Not Another Dime! (for Ken Whitman) exists to document as much as possible what Ken "Whit" Whitman has tried to get away with. Is it an attempt to "hound him" so he cannot make a living, of course not, but so he cannot scam people again, most definitely. The "people" I/we initially cared about was specifically the gaming community.

There is a LOT of history with this man and so far it looks like instead of working on his shortcomings and making good on past promises to the gaming community he's just rebranded himself with a new name and found himself a new community. Now it looks like maybe he's trying yet another community, but time will tell.

I'll admit that after 10 years of all this I'm not even upset at Kenny any more, well not really. Not Another Dime! (for Ken Whitman) is more of a pain these days, but it's a necessary pain, so I post when I get a tip (part of the whole "we" on NAD) and I make it a point to periodically poke about to see what's new.

Why out myself now?

Last night I poked around a bit and the deets I really wanted were on LinkedIn. I didn't want to create a fake account or ask someone else to log in on my behalf, so I'm pretty sure that's how Kenny figured it out. This afternoon I got an email from NAD's blog contact form:
Oh crap, Kenny Knows My Name!

I have to assume this came from Ken. I cannot prove it easily and I don't care enough to even try. Many times in the past Ken has threatened people with lawsuits and calls to the "FBI". Kind of comical actually, but I also have to assume that this message was intended to be a chilling effect on NAD.

THIS is why I'm saying "Thank You" to Mr. Whitman. By trying to intimidate me by letting me know that you know who I am you're actually freeing me. I don't have to try and discreetly hunt for crumbs of information to investigate. I don't have to take extra steps to insulate myself from my work. I just don't have to care about a whole extra level of bullshit anymore. Anyone who wants to share can now do so more readily....

It isn't hard to find me, never was, but since you've started this route of discovery, feel free to send the FBI my way......at least I know that everything I've ever posted is within my 1st Amendment rights and not libel or slander......since the truth is the best defense against either and I've been keeping receipts.

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lights on and the taps flowing. Your Humble Bartender, Tenkar

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