Since Little GME is more narrative-oriented, you don’t need to strictly map every crawl turn to a Scene unless that level of granularity serves your story.
Here are a couple of ways you can adapt it:
- Dungeon Crawling: Treat each dungeon level as a Scene. If the level is particularly large or eventful, break it down further (e.g., a wing or major encounter could also count as a Scene). The key is to let narrative weight dictate scene boundaries, not just spatial movement.
- Hex Crawling: You can "spend" a Scene for every ~2 miles of travel, or adjust that based on terrain and tension. For example, crossing dangerous ground or interacting with keyed locations might consume a full Scene, while routine travel could be folded into a larger narrative beat.
The core idea is to let the passage of narrative time, not just mechanical time, shape your use of Scenes.
Hope this helps clarify things.