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I am also creating an hexploration campaign, but I treat it more like a Mega-dungeon where each room is an hex and has 6 doors. This is more akin letting the players write the story themself creating multiple sidequests rather than following a major plot. I also prefer to use the 6 mile hex rather than the 12 one, so I can divide the day in more sections (and create more granular activities). I also divide each hex in 6 triangles for also more granular spatial features. I found many useful insight here: https://github.com/HextoryWorld/Awesome-Hexcrawl I think that having a table to generate the random encounters would be really interesting (something like in REVIEW: Old School Encounters Reference in the github link). Stuff like "why they are travelling", "what are their alignment/bonds/ideals/flaws", "at which distance the encounter takes places", "what are they doing when we encounter them". Just to make not every encounter a combat encounter. For some reason, I don't really like random encounters, as written they feels a time waste and I always want something more meaninful, like every random encounter provides something to the (side)plot. In practice, I prefer area (80%)+terrain(20%) based encounters, where the area is an area of influence of some point of interest, like goblins when near a settlement of goblins. And I try in some way to improvise something related relevant landmarks if I roll a terrain encounter.
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I'm in the process of creating a Tools Library for my Terraria clone using Pygame + Python and I just released a video about its development. Feedback is appreciated :)