<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"><channel><title>Automata Codex</title><description>Systematic Game Design — articles on TTRPGs, hexcrawls, and game systems.</description><link>https://automatacodex.com/</link><item><title>Jump Limits in Protocol Era</title><link>https://automatacodex.com/posts/jump-limits-in-protocol-era/</link><guid isPermaLink="true">https://automatacodex.com/posts/jump-limits-in-protocol-era/</guid><description>A space combat game has to invent terrain to keep combat interesting. In Protocol Era, I fabricate terrain by imposing limits on how close an FTL jump can get to an astronomical body.</description><pubDate>Tue, 15 Sep 2026 00:00:00 GMT</pubDate></item><item><title>OODA Loop Modeling</title><link>https://automatacodex.com/posts/ooda-loop-modeling/</link><guid isPermaLink="true">https://automatacodex.com/posts/ooda-loop-modeling/</guid><description>Recently, I&apos;ve been thinking about how to give suppressive fire a greater mechanical and narrative role in TTRPGs. The answer may lie in the OODA loop.</description><pubDate>Fri, 27 Mar 2026 00:00:00 GMT</pubDate></item><item><title>What is a Hexcrawl?</title><link>https://automatacodex.com/posts/what-is-a-hexcrawl/</link><guid isPermaLink="true">https://automatacodex.com/posts/what-is-a-hexcrawl/</guid><description>The hexcrawl format is as old as the TTRPG hobby itself. But what exactly is it? Why might you want to play in a hexcrawl? And why might you want to avoid it?</description><pubDate>Tue, 30 Dec 2025 00:00:00 GMT</pubDate></item><item><title>How to Prep 600 Hexes Without Losing Your Shit</title><link>https://automatacodex.com/posts/how-to-prep-600-hexes/</link><guid isPermaLink="true">https://automatacodex.com/posts/how-to-prep-600-hexes/</guid><description>How do you prep a hexcrawl with over 600 hexes? The same way you eat an elephant: one bite at a time.</description><pubDate>Tue, 16 Dec 2025 00:00:00 GMT</pubDate></item></channel></rss>