Campaign Hexagon System

Campaign Hexagon System is a book guide published by Judges Guild in 1977 for the Dungeons & Dragons game.

Campaign Hexagon System
Cover
GenreRole-playing game
PublisherJudges Guild
Media typePrint

Contents

Campaign Hexagon System is a 1977 book published by Judges Guild for use as an accessory with the Dungeons & Dragons game.

Campaign Hexagon System is a GM's aid: a book of blank hexagon sheets overprinted with larger gray hexes so the GM can integrate wilderness maps of varying scales. It includes tables for generating wilderness terrain.[1]

Campaign Hexagon System is a booklet of which the main portion is devoted to over 60 blank campaign hex grids. A rectangular hexagonal tessellation of about 1000 small hexes appears on each page, and on this grid is superimposed a large hex representing 5 miles across flats. The booklet also contains other guidelines generally relevant to a fantasy wilderness campaign, including Keen Sighting, Hydrographic Terrain (such as rivers and streams), Movement Obstacles, Prospecting (for ore, precious minerals, and the like), Flora Types, Vegetables, and Fauna Classifications.[2]

Publication history

Campaign Hexagon System was written by Bob Bledsaw and Bill Owen, and was published by Judges Guild in 1977 as a 64-page book.[1] A listing of cumulative sales from 1981 shows that Campaign Hexagon System sold over 20,000 units.[3]:200

Reception

Don Turnbull reviewed Campaign Hexagon System for White Dwarf #6.[2] He commented that "This is a useful booklet of records for those involved in a fantasy 'wilderness' campaign game".[2] Turnbull concluded his review by saying, "Though I am not personally involved in 'outdoor' fantasy gaming at the moment, I should have thought this to be a most valuable source of reference data for player and gamemaster alike."[2]

Shannon Appelcline called the Campaign Hexagon System (1977) a "clever gamemaster aid, this one a set of blank hex maps that gamemasters could use to portray large wilderness areas. It pushed Judges Guild's ideas of large-scale campaigns — something that they alone in the industry were concentrating on at the time — and matched the campaign hexes that they used to depict the lands around their City State."[3]:191

References

  1. Schick, Lawrence (1991). Heroic Worlds: A History and Guide to Role-Playing Games. Prometheus Books. p. 137. ISBN 0-87975-653-5.
  2. Turnbull, Don (April–May 1978). "Open Box". White Dwarf (8): 13.
  3. Shannon Appelcline (2014). Designers & Dragons: The '70s. Evil Hat Productions. ISBN 978-1-61317-075-5.


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