I had intended for a while to write a fairly dry, mechnical post about the gameplay implications of travel distance and hence on map building, but then a couple of things happened: I read Prismatic Wasteland’s excellent hexcrawl checklist (Part 1 and Part 2) I watched Map Crow’s video, which packs a lot of good map design (including some valuable points from open world videogames) into just 15 minutes. And I thought “well, there’s probably enough theory out there… but perhaps I can ...