Swords & Wizardry Light - Forum

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Sunday, February 8, 2026

Turn Your Hex Crawl Into a Real Game (Steal Dungeon Procedures)

 Highlights from the named video:



Watch Length

Pick a watch length that matches the kind of game you want:

• If you want it tight and gritty, use 2-hour watches.

• If you want classic “cover ground but still feel pressure,” use 4-hour watches.

• If you want it looser and faster, use half-day watches.


The three travel modes 

Normal travel

• standard movement

• standard navigation

• standard encounter risk

Cautious travel

• slower movement

• better chance to spot trouble first

• better chance to stay on course

Fast travel

• more distance

• more likely to get lost

• higher fatigue risk

• more likely to blunder into trouble


Wilderness actions

• foraging or hunting

• scouting ahead

• searching for a feature

• mapping carefully

• moving stealthily

• hiding your trail

• setting an ambush

• building shelter early because the weather is turning nasty


For wilderness travel to matter, you need:

• a time unit (watches)

• a risk roll (encounters)

• navigation consequences (lost, drift, time)

• resource pressure (supplies, fatigue, exposure)

• and a feature per chunk (so there are actual decisions)




1 comment:

  1. Hi Tenkar, I recently became interested in Swords & Wizardry Continual Light. I noticed on an old post that there were plans at one time for a SWL monster manual of sorts. Did that ever come to fruition? Thanks!

    ReplyDelete