I'm quite a few sessions deep into FbL and still I don't think I've nailed EXACTLY how I'm supposed to run this game. This is me and my entire group's first time doing a hexcrawl and I've been doing a LOT of work to figure it all out. My current pain points are on stocking hexes and figuring out EXACTLY what the players see in regards to the map.
So the game is delivered with these massive maps ready to be dropped down on the table and played on but from my research on hexcrawling, people tend to prefer letting their players make their own map? How do you even run a game like that? I've been playing it with them having the world map in front of them and dropping a little game piece down for them to move around the map as they go and that works fine for them communicating exactly where they want to go. I've also given them a black and white printout they can mark up with things they've found as they travel. Other games I've read up on have used the method of not giving the PCs anything and instead using landmarks inside of hexes the GM has pre-stocked to act as a guide for them which sounds cool but I also should point out that these hexmaps are VASTLY smaller than FbL. I believe Dolmenwood has 200 hexes all pre-keyed and Hot Springs Island uses only 25 keyed hexes. Forbidden Lands uses (by my math) 2091 hexes. This is obviously a completely ridiculous number if you intend to pre-key all these hexes and also for the purposes of running a game in the above method so instead the modus operandi is random generation as they move into them. I can totally expect the PCs to keep 25 hexes and the stuff in them in mind while exploring HSI, I could probably also see them keeping the dolmenwood map partially correct but not 2000+ hexes. This leads me back to the encounters that come pre-baked into FbL. Most of these encounters are people you meet on the road, not a lot of them describe landmarks and places the PCs can use for orienteering while out in the wilds (besides adventure sites I guess). This coupled with the assumption that the game map goes on the table for all to see, there's really no reason to even bother putting physical landmarks in each hex outside of fluff and atmosphere. So how are you meant to run this game? Slap the map down and let them move a miniature around it a la board game style? They never get lost and the visual of the hexes I've found just allows them to go directly to whatever adventure site they'd like to check out without much thought being put into how they get there.
I'm probably overthinking this, but I'd enjoy to do it properly and get the full hexcrawl experience. How do you run your game (physically if possible). What does a player facing map even look like?