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(+1)

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.

Yeah after posting my bit yesterday I did kinda realize like you said, "wait I can just treat crawling as seperate", but yeah I do like these as well. Just have to decide how I wanna do it ig. thankyou for the authorial feedback!