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The hex grid is a distinguishing feature of the games from many wargame publishers, and a few other games (such as The Settlers of Catan). The hex map has also been popular for role-playing game wilderness maps. They were used in the Dungeons & Dragons boxed sets of the 1980s and related TSR products.
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 supplement for gamemasters containing blank hexagon sheets with bigger gray hexes printed over them to allow the gamemaster to use them for wilderness terrain at different scales. The book also ...
The 1987 Forgotten Realms Campaign Set was sold as a box set containing two 96-page books, four maps, and two clear plastic overlays marked with hex grids. [1] The maps were four full-color, 34" x 22" maps, two of which combine to form a large-scale (1" = 90 miles) map of the western half of the vast Realms continent, while the other two provide a more detailed (1" = 30 miles) map of the ...
In the mid-1970s, Games Workshop became the UK distributor for the American role-playing game Dungeons & Dragons published by TSR, Inc. In 1978, GW then started to produce original licensed products for D&D, including a pad of character sheets, a pad of hex sheets, and the Dungeon Floor Plans accessory, each of which carried the Dungeons & Dragons trademark.
In a retrospective on the legacy of Dungeons & Dragons, academic Evan Torner commented that the aim of the designers was to "simplify and declutter the whole system" – "D&D 3e and 3.5e bear the influence of Eurogame-style elegant design: that the terminology and choices in the game should be immediately intelligible to all who might play it ...
The grid system is nearly as user-friendly as individually numbered hexes and makes for less clutter." [ 1 ] In "Book One, Atlas of the Flanaess", Swan complains that things "get off to a sluggish start" with the lengthy historical summary, noting that it is apparently necessary "to provide context and bring newcomers up to date.
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In the Dungeons & Dragons (D&D) fantasy role-playing game, rule books contain all the elements of playing the game: rules to the game, how to play, options for gameplay, stat blocks and lore of monsters, and tables the Dungeon Master or player would roll dice for to add more of a random effect to the game.