Matthijs Holter's Hexcrawl series

Hexcrawl

Guidebooks for wilderness campaigns

Travel that is the adventure. Build a map worth crossing, fill it with encounters that mean something, and let the players decide where the campaign goes next.

Written by Matthijs Holter · system-neutral · PDF and print on DriveThruRPG

Hexcrawl Campaign Style Guidebook Hexcrawl Encounter Design Guidebook Hexcrawl Worldbuilding Design Guidebook
6,500+copies sold across the series
3bestseller medals
90 minto a playable region
4books out, more on the way
The series

One map, one hex at a time

Each book takes one part of running a hexcrawl and makes it usable at the table. Start anywhere. Book one is the natural first step.

The method

The journey is the session

Most campaigns skip the travel. A hexcrawl plays it. Every day on the road costs something, every hex hides something, and the map fills in as the players push into it.

The series gives the GM procedures for that: the exploration turn, encounter tables that carry meaning, and a region whose history explains why the ruins are where they are. The books are short and built to be used with the map open beside them.

One reviewer on DriveThruRPG put it simply: it cuts straight to the point, and it is built to get you playing with a minimum of up-front work.

Matthijs HolterWriter
Karl Otto KristoffersenEditor and publisher
Michael SollienLayout
Nicolai StrømCover art
Hexcrawl Worldbuilding Design Guidebook, softcover
The books

What is in each one

Hexcrawl Campaign Style Guidebook cover
Book one

Hexcrawl: Campaign Style Guidebook

The method. How to build a map worth crossing, what a day of travel costs a party, and how to keep the journey interesting at the table.

  • A complete hexcrawl campaign framework and six core principles
  • Step-by-step exploration turn procedures
  • Tools for hex maps, keyed locations and encounter tables
  • A sandbox starter region for immediate play
See it on DriveThruRPG
2,850+ sold · PDF and softcover
Hexcrawl Encounter Design Guidebook cover
Book two

Hexcrawl: Encounter Design Guidebook

What the party meets out there, and why it is there. Encounters that reveal the world, force choices and connect across sessions.

  • The Encounter Trifecta, a quick test for every encounter
  • The 60/40 rule for random encounter tables
  • The layering method for linking encounters across sessions
  • Pacing encounters across the exploration day
See it on DriveThruRPG
2,200+ sold · PDF and softcover
Hexcrawl Worldbuilding Design Guidebook cover
Book three

Hexcrawl: Worldbuilding Design Guidebook

A region a table can believe in, built in an evening. Every hex points to at least one other: what caused it, or what it causes.

  • The six-step build, a playable region in about ninety minutes
  • Three facts and a twist for session zero
  • Faction traces players find as physical evidence
  • The Greymire, a worked example from blank page to session one
See it on DriveThruRPG
1,550+ sold · PDF and softcover
The Thornwall Frontier

Book four
Book four

The Thornwall Frontier

Matthijs Holter's own starting region. Thirty hexes, ready to run with the method from the first three books, so you can sit down and play.

  • A 30-hex frontier region built with the series method
  • Ready for session one
  • Works with books one to three, or on its own
See it on DriveThruRPG
PDF out now · print coming
Get the Complete Playkit

The bundle on DriveThruRPG only charges you for the books you do not already own.

Questions

Before you buy

Which game system does it work with?

Any fantasy RPG. The series is system-neutral and written for GMs who run Shadowdark, OSR games, 5e, Pathfinder 2e or something else. The procedures sit on top of the rules you already use.

Do I have to read them in order?

No. Each book stands on its own. Book one is the best place to start if hexcrawling is new to you, because it sets up the exploration turn the other books build on.

What is in the Complete Playkit?

The guidebooks in one bundle. DriveThruRPG only charges you for the books you do not already own, so it works as an upgrade too.

Are the books available in print?

Books one to three are print on demand from DriveThruRPG as softcovers. The Thornwall Frontier is out as PDF, with print to follow. Shops can order at retailer terms on the vendor page.

How was AI used?

The Hexcrawl books are labelled Contains AI-Generated Content on DriveThruRPG, and we want to be open about why. AI tools were used in early drafts and development. The final text, the editing, the layout and the illustrations are done by people. None of the art is AI generated.

Who makes the series?

Matthijs Holter writes the books. Karl Otto Kristoffersen edits and publishes them, Michael Sollien does the layout and Nicolai Strøm paints the covers.

More from KR1

Other books on the same shelf