quote:
I guess I am not sure what you mean by hex crawl.
It's a term from oldschool gaming. Basically exploration focused. Players are essentially driving the story by deciding when to explore, how, and in what direction.
The GM builds a map that, traditionally, is divided into hexes. (Hence the name. Dungeoncrawl vs Hexcrawl) As the players travel and explore, they have wilderness encounters and discover hidden locations, clues to treasure, resources, etc.
How far they choose to explore and when to return to their base of operations to resupply/heal/rest is entirely up to the PCs.
Basically an emergent storytelling sort of thing.
An added wrinkle in this game is the settlement/town management aspect. The players would be responsible for the colony in addition to being responsible for exploration. What balance they strike is a matter of player choice. Neglect the settlement, and you have fewer resources when you come back from an expedition. Neglect exploration, and you'll be caught unawares if and when trouble comes knocking on your gates.
But the key is that it's generally player-driven. Beyond very vague directives, the players are not answering to any greater authority... they choose what objectives to pursue, when and where to explore, and what is best for their colony. All the high-level decisions regarding trade, diplomacy, infrastructure, etc, will be in the PCs hands, with the closest word from the Empire/Kingdom they come from a two-month ocean voyage away.