A hexcrawl divides space into map cells. A pointcrawl connects meaningful locations with routes. Both can work for solo play. The choice depends on what you want to decide: where to move on a terrain map, or which route between interesting nodes to risk.
Use Hexes for Wandering
Hexes are strong when direction, distance, terrain, and unknown neighboring spaces matter. They let you ask what is in the next cell, how hard it is to cross, and whether weather or encounter checks change the route.
Keep early hexes sparse. Mark terrain, landmark, danger, resource, and unresolved question. You can add detail when play returns there.
Use Points for Decisions
Pointcrawls are strong when the world is a network: inn, ruined bridge, shrine, market, forest road, watchtower. The route between points has a cost, risk, or scene. You do not need to map every mile.
For solo play, pointcrawls often reduce drawing load and make choices clearer.
Write a Travel Turn
Use a repeatable turn: choose route, pay cost, check encounter or weather, discover or update, log state. The turn should be short enough to run several times without fatigue.
If survival pressure is not your goal, keep costs light. If it is your goal, add recovery options so travel does not become punishment.
Protect Maps and Spoilers
Published hexcrawls and pointcrawls often hide keyed locations. Do not post copied maps, keys, or secret route information. Share original travel lessons or spoiler-light impressions instead.



