On the matter of writing empty hexes
I've already talked about my approach to writing Tolkien content, here. I've learned that I need to create actionable, discrete details--not just replicate an encyclopedia entry. Beyond that, as I've been working on this daily writing prompt, I've been forced to confront how I feel about hexcrawls as a medium.
Middle-earth is big. Even the Shire has some sprawling "empty" spaces on the map. It can be challenging to fill those! As far as we know, they're just one 12-mile chunk of the Far Downs or an unnamed section of a forest.
But 12-mile sections of wilderness are big spaces! No area of the wild would be truly empty. These places would all have their own local landmarks, resources, dangers, hidden secrets, etc. However, coming up with unique, interesting stuff for each hex without any prompt can be difficult.
Writing localized encounter tables has been my solution to fill "empty" hexes. It is easier for me to imagine interesting discrete details--beavers felling trees or wandering shepherdesses--than it is to make empty cliffs and forests interactable. As the party travels, these empty spaces suddenly crackle with a localized event. If they travel back and forth, there and back again, they might crackle a lot!
If I ever get a chance to playtest, I'll see how successful this method is.
On writing overland movement rules
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| From the Dolmenwood Player's Book |
- Unencumbered, accomplished travelers can travel 20 miles/day, like a good AT through hiker.
- With forced marches, they can travel even further. Forced marches should deal Endurance damage. Those with more Endurance can do them more often.
- Heroic characters can get buffs to their base speed that allow them to travel even farther, for the true upper limit of (demi)human accomplishments.

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