Hex Flower Demo | ‘Trial by Jury’ mini-game

In this video we play test my ‘Law & (In)Justice’ Hex Flower. Basically a trial by jury mini-game:

 

Jump to 35:50 to get to just the Hex Flower bit.

Link – You can get to the PDF of this Hex Flower here:

2

I get quite a few questions about how (my) Hex Flowers work. Fairly recently I uploaded some videos to YouTube where I play test these HFs with accompanying diagrams:

Complete Playlist – as above, but including all the actual plays e.g. boss fights etc.

 

Of course, this is not the only (or best) way to use HFs. This is just me testing HFs on a pal that has never used them before.

Background – what’s a Hex Flower anywho? A Hex Flower (HF) is like a random table, but with a memory.

Hex Flower Cookbook – where I discuss Hex Flower Game Engines and some background and possible uses

– – –

Me on DriveThru; at the moment I’m mainly pimping my procedural:
:: High Seas ‘Hex Crawl’ – In the Heart of the Sea,
:: Wilderness Hex Crawl – In the Heart of the Unknown,
:: Dungeon/network generator – In the Heart of the Delve & Dangerous

Hex Flower Demos | YouTube Actual Plays

TLDRQ – what’s a Hex Flower anywho? A Hex Flower (HF) is like a random table, but with a memory.

I get quite a few questions about how (my) Hex Flowers work. Fairly recently I uploaded some videos to YouTube where I playtest these HFs with accompanying diagrams:

 

    • Video 1 – HF used to explore into a maze like giant insect nest using ‘Carapace

 

    • Video 2a – HF used to explore out of a maze like giant insect nest using ‘Carapace

 

    • Video 2b – (if necessary jump to time ~ 1hr 16min) – HFs used to generate wilderness terrain, weather and encounters (procedural Hex Crawl) using ‘In the Heart of the Unknown

 

 

  • Video 4 – Party get in a pickle – Trial by Jury Hex Flower

    • Complete Playlist – as above, but including all the actual plays e.g. boss fights etc.

 

Of course, this is not the only (or best) way to use HFs. This is just me testing HFs on a pal that has never used them before.

Hex Flower Cookbook – where I discuss Hex Flower Game Engines and some background and possible uses

– – –

Me on DriveThru; at the moment I’m mainly pimping my procedural:
:: High Seas ‘Hex Crawl’ – In the Heart of the Sea,
:: Wilderness Hex Crawl – In the Heart of the Unknown,
:: Dungeon/network generator – In the Heart of the Delve & Dangerous

Musedusa | a gorgon type related to Medusa

Not sure if this has been done before, but seems like a fun idea.

_methode_times_prod_web_bin_26dedb78-ec10-11e9-b84b-ece3c04125d8:: Musedusa :: 

Stats
As per Medusa but with different abilities.

Description
A Musedusa is a gorgon type which is related to the Medusa.

A Musedusa’s lair is a riot of colour; graffiti-like overlapping images of people with grotesque facial expressions are plastered over every surface.

Unlike a Medusa, the Musedusa’s stare does not turn their victim into a three dimensional stone facsimile. Instead, any sentient being that comes between a Musedusa stare and a planer surface like a wall, is forced into that surface and so trapped and frozen there like a full colour fresco or mosaic. If a victim’s image is fully overlaid, destroyed or overpainted, they cannot be recovered.

Appearance
A Musedusa’s hair is a mass of large slug-like segmented worms that writhe, wobble and oscillate like jellied tongues. Their blood is viscous, multicoloured and pyrophoric.

– – –

InHotS the cover imageMe on DriveThru; at the moment I’m mainly pimping my procedural:
:: High Seas ‘Hex Crawl’ – In the Heart of the Sea,
:: Wilderness Hex Crawl – In the Heart of the Unknown,
:: Dungeon/network generator – In the Heart of the Delve & Dangerous

Insect Crawl | Procedural Method for Insect Colony Point Crawl

Update: When this blog was young, the below was posted as a blog ‘page’ and not as a blog ‘post’. I’ve deleted the ‘page’ and prefer to keep it on my blog as a blog post.

A template can be downloaded from here

This template is designed as a ‘point crawl’. The chambers and passages can be any shape or size, may go up, down or undulate.  The map can be imagined as seen from above (e.g. Example 1) or from the side, in profile (e.g. Example 2).

Method:

It should be fairly self explanatory from the template alone, but just for completeness:

(i) Template
Start with the template below (i.e. the colony has an entrance level + 4 Zones)

(ii) No. Chambers
Roll number of chambers in each Zone. The idea being that the monsters get tougher in the later zones.

(iii) No. Passages
Roll number of passages connecting the chambers, i.e. = No. of chambers + D5

(iv) No. Concealed Entrances
Roll number passageway entrances which are concealed (D12-10, i.e. uncommon)

(v) Join up the Dots
Join up the chambers using the number of passages

Colony Template

cte

– – –

Example 1 – Riverbank Giant Ant Colony (above view):

CE1b

The ‘faded’ circles are chamber not used from the template (e.g. Zone 2 only has 3 out the possible 5 chambers). These could be Tippexed out, or ignored.  Please also ignore the L and N, these are artefacts left over from another project! If you must know, these are where the colony connected to other systems.

– – –

Example 2 – Mound Giant Ant Colony (side view)
Note – This is the same as Example 1, but showing a different arranging of passages

CE2

– – –

Example 3 – Giant clay wasp nest clinging high up on a cave wall (side view)
Note – This example generated fewer chambers and one concealed entrance (shown in green)

CE3

Suggestions

:: Don’t get too hung up on the procedural ‘rules’, nothing will get broken
:: Start by making a path from the entrance to the Queen
:: Don’t make a path to the Queen that is a straight line (… boring!)
:: Don’t make it necessary to pass through every room to get to the Queen (… a drag)
:: Ensure there is more than one path that leads to the Queen (… more interesting)
:: Ensure the shortest path to the queen is not too long or too short – aim for 5 to 7 chambers

Random Encounters

The above is an off-shoot from a more complicated (probably a too complicated) project. If people are interested, then I’ll add some random tables!

Edit: For now you could use this Excel sheet to generate random encounters: Link
Preview:

Hengine

HELP – RPG publishers, artist & DIYist | Better scanned images?

 
 
As you may know, I am involved in a Kickstarter for Zine Quest 2 call ‘Face Folio’.
 
FF help

 

I was happy with the scanned images of the original artwork. Then the original artwork arrived in the post. The scanned images of the original artwork are good, but I feel that they are not quite as good as the original artwork.

The perfectionist element within me wants the images to be as good as they can be. 

 
What’s the solution? Commercially scanned, photographed, something else?
 
Live with it weirdo …. ?

– – –

Me on DriveThruDriveThru; at the moment I’m mainly pimping my procedural stuff:
:: High Seas ‘Hex Crawl’ – In the Heart of the Sea,
:: Wilderness Hex Crawl – In the Heart of the Unknown,
:: Dungeon/network generator – In the Heart of the Delve & Dangerous

Drachomeleon | even a dragon needs a buddy sometimes

Background – following on from my last monster post. This is something I submitted to ‘& Magazine‘ back in October 2016.  It had also been slated to be published in Issue 15, but ‘& Magazine’ is no more. So, I’ve given it a re-edit and posted it here.

:: Drachomeleon :: 

cam6

Frequency: Rare (uncommon in dragon lairs)
No. Appearing: 1-8
Armour Class: 7
Move: 6″; 1” when climbing
Hit Dice: 3
% in Lair: 85%
Treasure Type: C (in dragon lairs none)
No. of Attacks: 3
Damage/Attack: 1-4/1-4/2-8
Special Attacks: See below; grasping tongue; surprise    
Special Defenses: See below; adaptive camouflage
Magic Resistance: Standard
Intelligence: Animal
Alignment: Neutral
Size: L (15 to 25 feet long)
Psionic Ability: Nil
Level/XP Value: 170 +3/HP
(Stats for AD&D)

Drachomeleons are a giant form of chameleon that resemble and live alongside dragons. Drachomeleons are tolerated by dragons because they make useful ‘guards’, eating any unwelcome visitors, including the numerous parasites attracted  to the dragon’s lair. Drachomeleons will normally use their adaptive camouflage to blend into their surrounds. However, when the host dragon is in their lair, especially when moving, Drachomeleons match the colour of the dragon to prevent the dragon from accidentally crushing or harming them. Drachomeleons like to bask with warm dragon eggs (where they might be mistaken for a dragon hatchling), or lurk in ambush near the lair’s entrance hoping to get an easy meal.

Special abilities:

:: Eyes – move independently seeing 360 degrees around them, making them very difficult to surprise. The lenses of their eyes are highly valued by scholars.

:: Adaptive camouflage – makes them hard to see (surprise on 1-5 on D6); also coldblooded and so tend to be the same temperature as their surrounds. Treated correctly theirs skins make useful cloaks.

:: Intimidation – creatures of less than 3HD must take a morale check or fear the ‘dragon’. Their weird eyes, funny feet and lack of true wings, are their least dragon looking attributes and if spotted can nullify the need for a save. 

:: Grasping tongue attack – 30 foot projectile grasping tongue; +5 to hit surprised prey. Grasped prey suffers automatic chewing damage 2-8HPs per round. Breaking free requires a roll under twice the PC’s Bend-bars/Lift-gates score. 

:: Scent – they contain a substance very unpalatable to dragons, discouraging dragons from snacking on them.

– – –

InHotS the cover imageMe on DriveThru; at the moment I’m mainly pimping my procedural:
:: High Seas ‘Hex Crawl’ – In the Heart of the Sea,
:: Wilderness Hex Crawl – In the Heart of the Unknown,
:: Dungeon/network generator – In the Heart of the Delve & Dangerous

Pit of Drelk | a trap monster

Background – It’s been a while since I posted a monster. This is something I submitted to ‘& Magazine‘ back in October 2016.  It had been slated to be published in Issue 15 (with a ‘Drachomeleon’ monster), but alas & Magazine is no more. So, I’ve given it a re-edit and posted it here. What can I say, I liked ‘trap monsters’ back in 2016 … and to be fair, still like them now!

:: Pit of Drelk  :: 

Frequency: Rare
No. Appearing: 1-12 pits
Armour Class: special
Move: 0
Hit Dice: special (typically 50-100 HPs)
% in Lair: 100%
Treasure Type: Special
No. of Attacks: 1 per pit
Damage/Attack: special
Special Attacks: See below
Special Defenses: See below
Magic Resistance: Standard
Intelligence: Animal like
Alignment: Neutral
Size: S to L
Psionic Ability: Nil
Level/XP Value: 100 +1/HP
(Stats for AD&D)

Description
A single drelk is a small carnivorous creature that looks like a grain of sand. Alone they would be fairly innocuous, but when encountered they live in large dangerous colonies. A colony has HPs equivalent to 0.1HP per cubic foot of drelk, so a 10x10x10 pit of drelk would have 100 HPs.

When anything attempts to pass over a pit of drelk they collectively vibrate, and like quick sand the victim sinks rapidly. In the first round the victim sinks to their waist. Then the pit starts to feed. Thousands of drelk slip/flow through any covering and take small bites out of their victim, collectively doing d6 HPs of damage per round. Each new round the victim sinks a further foot into the pit and a cumulative +1HP is added to the damage.

It is difficult to kill an entire colony of drelk, because individually they are so small. Typically, to exterminate a colony they must be ground to a fine powder, baked or electrocuted.  A colony can grow rapidly, growing about 1 cubic foot per day for each 3 cubic feet of organic matter consumed.

Drelk are tenacious and veracious, so even metal and gemstones will be pulverised to dust by drelk looking for nutrients within. For that reason, if a pit of drelk is smelted like ore, significant quantities of mixed base and precious metals can be extracted, e.g. yielding about 5 GP per HP of drelk. It is also reputed that elite beauty salons use “biting sans” on their customers’ skin. How this is done safely must be a well-guarded secret, and if true, there must be good coin in it. Another tall tale tells of a burglar who opened a safe using a bag of drelk and a pint of chicken stock.

– – –

InHotS the cover imageMe on DriveThru; at the moment I’m mainly pimping my procedural:
:: High Seas ‘Hex Crawl’ – In the Heart of the Sea,
:: Wilderness Hex Crawl – In the Heart of the Unknown,
:: Dungeon/network generator – In the Heart of the Delve & Dangerous

STR modifiers | Precise Strike -vs- Bludgeon Attack (options)

I was listening to the Wandering DMs podcast the other day. They were talking about STAT modifiers and how most STATs often have two associated (main) benefits. For example CHR stat might give a reaction adjustment and limit the number of henchman a PC can have etc.

It made me think about (in AD&D at least) how STR gives a ‘To Hit’ modifier and a ‘To Damage’ modifier, i.e.:

It made me wonder if there should be an option for a fighter to also have a precise strike option and a bludgeon attack option.  The idea is that the PC sacrifices power for precision or the other way round.

So the PC can use both bonuses in the above table, or they can choose to (i) double the To Hit bonus (and sacrifice the To Damage bonus) or (ii) add the To Hit bonus to the To Damage bonus (and sacrifice the To Hit bonus).

Example: a Fighter with 18/51 STR gets the above bonuses, or they can do a precise strike at +4 (with no damage bonus) or a bludgeon attack with no to hit bonus but at +5 damage.

So, if fighting something really stealthy/armoured a precise strike might be a good option; but fighting a huge slow moving blob, maybe maxing out the damage on an easy hit might be the way to go.

That’s it. Nothing special here, but these options might give the fighter a few more tricks to draw on.

– – –

InHotS the cover imageMe on DriveThru; at the moment I’m mainly pimping my procedural:
:: High Seas ‘Hex Crawl’ – In the Heart of the Sea,
:: Wilderness Hex Crawl – In the Heart of the Unknown,
:: Dungeon/network generator – In the Heart of the Delve & Dangerous

‘D20/D21 bell curve’ | … strange things excite me!

… is it just me, or is this ‘D20 bell curve’ a thing of beauty:

D20 bell

Anydice.com use output ((d4+d8)-(d6+d6))+10

Made from: (D4+D8)-(2D6) +10 = range 0 to 20
Could also use 2D62D6+10 (view; but you need to colour code your dice, or something).
Edit: … or perhaps better still:  4D6-4

Yes, it really runs from 0 to 20, not 1 to 20 … but I still like it. So, it’s more of a ‘D21 bell curve’ really, but don’t spoil my day!

Is this something that everyone knows? If so, please tell me this kind of stuff already !!!

– – –

InHotS the cover imageMe on DriveThru; at the moment I’m mainly pimping my procedural:
:: High Seas ‘Hex Crawl’ – In the Heart of the Sea,
:: Wilderness Hex Crawl – In the Heart of the Unknown,
:: Dungeon/network generator – In the Heart of the Delve & Dangerous

Die from Two Dice | continued …

A while ago I wrote this post ‘Die from Two Dice‘. Basically it’s a method to make a new ‘die’ by rolling two dice (think D100 but instead of rolling two D10s, rolling two other kinds of dice e.g. a D4 and D6 to make a D24).

At one point in the post, I mentioned that like ‘percentile dice’ where one dice has 10, 20, 30 etc. on it and the other has 1, 2, 3 etc. on it, you could do the same thing but with other kinds of dice. You’d then simply need to sum the faces.

I had a go at drawing out what a set of these ‘composite dice’ might look like:

Composite Dice image

Method: In each case the white face tells you what ‘normal’ dice you roll this die with to make the composite dice; and to figure what kind of composite dice you are making simply multiply the white face number against the type of die you are rolling.

So:

  • the top left option is: Roll this with a D20 and you’ll make 2×20 = D40
  • The next black option is: Roll this with a D20 and you’ll make 3×20 = D60
  • the first red option is: Roll this with a D12 and you’ll make 2×12 = D24.

Incidentally, the last two options could give you a time in minutes and hours.

Theming the colours should aid people to use them, so the black dice above are always used with a D20 etc. Taking this further, the complete set of dice might also include the ‘normal’ dice, so: normal D20 (in black), normal red D12, normal orange D10, normal yellow D8, normal green D6, normal blue D4 and a normal purple D3. The bolded ‘normal’ options need some thought, as they could get muddled with the dice above. Perhaps the normal dice are all white except for the maximum number which is the set colour e.g. white D10 with the 10 face being orange … or something.

In the above I stuck with D4s, D6s and D10 polyhedrals as they are common and the faces are not too small to print on. But in theory any two dice could be combined e.g. D12xD20 to give a D240 etc.

Kickstarter anyone …. ?

– – –

Me on DriveThruRPG; if you liked this, perhaps purchase one of my PWYW products, as a sort of ‘tip jar’ … perhaps In the Heart of the Unknown.

Monopoly Hex Flower Game Engine | PART 2

This follows on from my thought experiment of  – can you Hex Flower up the game Monopoly? Link

image_preview  A complete PDF version can be found here.

These a tarted up UK/US versions. The first set are probably closer to the long term stats in Monopoly,

where:

Nav hex

… but I can’t help liking the look of this second set (again UK/US versions):

 

Important:
This work is not affiliated or endorsed in any way by the owners of the board game Monopoly.

– – –

InHotS the cover imageMe on DriveThru; at the moment I’m mainly pimping my procedural:
:: High Seas ‘Hex Crawl’ – In the Heart of the Sea,
:: Wilderness Hex Crawl – In the Heart of the Unknown,
:: Dungeon/network generator – In the Heart of the Delve & Dangerous

Monopoly Hex Flower Game Engine

A little thought experiment … can you Hex Flower up the game Monopoly?

Roughed this out – and I’m not sure about the split hexes yet (and the train stations need work). I would fancy this whole thing up, but there is something else I should be doing … better get back to that then! 

Alternative Monopoly game board:  

Monopoly Hex Flower Game Engine Concept

Colours came out a bit funny so here’s a key:
Left column: Yellow; Free Parking; Orange
Second column: C.Chest; Visiting Jail; Chance; Taxes
Middle column: Pink; Brown; Go; Light Blue; Dark Blue
Third column: Utilities; C.Chest; Train Stations; Chance;
Right column: Green; Go to Jail; Red 

– – –

InHotS the cover imageMe on DriveThru; at the moment I’m mainly pimping my procedural:
:: High Seas ‘Hex Crawl’ – In the Heart of the Sea,
:: Wilderness Hex Crawl – In the Heart of the Unknown,
:: Dungeon/network generator – In the Heart of the Delve & Dangerous

Large D6 dice pools | adding more swing with ‘harmonic’ equivalents

A while ago I posted this: Non-Homogenous Random Table and this on ‘split-dice‘ and even more here. The below builds on some of these ideas.

Content warning
If you are a mathematician the words I use below are bound to be formally inaccurate, sorry!  If you are sane, the below content is more than likely to be extraordinarily unnecessary, and probably useless, except perhaps in the most specific kinds of circumstances, sorry!

Thanks
Thank you anydice.com for making this lunacy possible (<– please consider donating to this great resource).

I did this thinking, and I decided to post it here in case anyone ever wonders about the same, at some point, and finds this post, however unlikely that might be …

Never to be deterred by a hopeless cause, I began to wonder about D6 bell curves using lots of D6s.

I think this began because I supposed that dice pool games using large dice pools sum all of these D6s, but upon reflection, I suspect that is not the case.

Anyway … I began to think that the result of summing lots of D6s would be boring because it’s bound to return mostly the same number, i.e. the peak area of the curve. So, how to add more ‘swing’ to the curve, but to retain the same overall range?

To cut a long story short, there are sort of “harmonics”, where you can (i) roll the same number of dice and (ii) the overall result range is the same, but (iii) where different groups of dice are rolled … these different sets give different probability profiles.

For example:

(i) Homogeneous D6 dice set (ii) ‘Harmonic’ equivalent  set Result range:
2D6 D8+D4 both give 2-12 and use 2 dice
3D6 D10+2D4 both give 3-18 and use 3 dice
4D6 D12+3D4 both give 4-24 and use 4 dice
8D6 D20+7D4 both give 8-48 and use 8 dice

The rub here is that using split dice (i.e. “harmonic” dice sets) give bell curves with more swing than a regular homogenous dice sets. The bigger the gap between the dice sizes in the non-homogeneous dice, the more swing there is. Below compares (i) D6 sets and (ii) their ‘harmonic’ dice set equivalents and (iii) overlapping the ends of (i) and (ii) for ease of comparison:

211

(i) Anydice: output 2d6 output 3d6 output 4d6 output 8d6

212

(ii) Anydice: output d8+d4 output d10+2d4 output d12+3d4  output d20+7d4

213

(iii) Anydice: output 2d6 output 8d6 output d8+d4 output d20+7d4

So, if you want to flatten a D6 bell curve, simply replace the number of dice with one of the non‑homogenous equivalents above.  I won’t bore you with more graphs (at least for now), but take my word for it, the biggest D-number you can introduce in the ‘harmonic dice set’,  the bigger the flattening effect. So, if you want to replace 8d6 with a ‘harmonic set’ equivalent you are better off using D20+7D4 rather than two sets of D12+3D4 (see table above for these ‘harmonic’ equivalents).

So, we have 2D6, 3D6, 4D6 and 8D6 covered (i.e. the rolls where there are ‘harmonic’ equivalents) – but what to do with 7D6? Good question. You could use D12+3D4 plus 3D6 (i.e. replacing the biggest harmonic set). You could even go on to replace the 3D6 part of D12+3D4 plus 3D6 with the harmonic set D10+2D4 (but this extra tweak adds little benefit).

But, there is an even stronger way to flatten the curve: use D20+7D4 and subtract D6. What we are doing here is going to the next largest ‘harmonic’ (equivalent to 8D6) – but to bring the dice range back into alignment with 7D6, we are subtracting a D6. Below shows this:  the top line is 7D6, the middle line is D12+3D4+3D6 (and D12+3D4+D10+2D4) and the bottom line is using this subtraction method:

311

Anydice: output 7d6 output d12+3d4+3d6 output d12+3d4+d10+2d4  output d20+7d4-d6.

In fact, this ‘subtraction’ method can be used even a few steps further backwards,  before it starts to give ‘wayward’ results. Here’s (i) homogeneous D6’s (ii) non-homogenous dice to replace the largest D6 set (iii) the D20+7D4 plus/minus D6s to give/restore the appropriate dice number:

411

(i) Anydice: output 2d6 output 3d6 output 4d6 output 5d6 output 6d6 output 7d6 output 8d6 output 9d6 output 10d6

412

(ii) Anydice: output d8+d4  output d10+2d4 output d12+3d4 output d12+3d4+d6 output d12+3d4+2d6 output d12+3d4+3d6 output 1d20+7d4 output 1d20+7d4+d6 output 1d20+7d4+2d6

413

(iii) Anydice: output d20+7d4-6d6 output d20+7d4-5d6 output d20+7d4-4d6 output d20+7d4-3d6 output d20+7d4-2d6 output d20+7d4-d6  output 1d20+7d4 output 1d20+7d4+d6  output 1d20+7d4+2d6

Basically, the D20+7D4 plus/minus D6s is the strongest way to flatten the curve, but (obviously) is quite complex, and after subtracting more than 2 or 3 D6s starts to give results that extend beyond the normal range and/or can give a negative number, i.e.:

d20+7d4 plus/minus D6s method In place of: % Exceeds end ranges
(doubled to cover both ends)
% which is Zero or less  
output d20+7d4-6d6

output d20+7d4-5d6

output d20+7d4-4d6

output d20+7d4-3d6

output d20+7d4-2d6

output d20+7d4-d6

output 1d20+7d4

output 1d20+7d4+d6

output 1d20+7d4+2d6

2D6

3D6

4D6

5D6

6D6

7D6

8D6

9D6

10D6

25.16    (50.32)

15.46    (30.92)

7.84      (15.68)

2.89      (5.78)

0.6        (1.2)

0.04      (0.08)

21.26

9.65

2.83

0.37

0.01

So you can subtract about 3D6s before the subtraction method gives an appreciable chance that a result will extend beyond the normal range, or give a number zero or less

The big picture is you can start from a bigger ‘harmonic’ set and subtract one or more D6s, as opposed to starting from a smaller harmonic and adding one or more D6s … if you can tolerate all the mathematical jiggery-pokery that is!  Phew.

A final piece of craziness, sort of building on this idea – if you’ve ever wanted a D100 bell curve, well you could try 5D20-20D10+108!

511

Anydice: output (5d20-20d10)+108

This curve is centred between 50 and 51 and the chance of exceeding 100 or being below 0 is 0.25% each way.

Did you really read all that? Well take a Chuffty Badge you lunatic!

One day, this might be of interest to someone!

– – –

InHotS the cover imageMe on DriveThru; at the moment I’m mainly pimping my procedural:
:: High Seas ‘Hex Crawl’ – In the Heart of the Sea,
:: Wilderness Hex Crawl – In the Heart of the Unknown,
:: Dungeon/network generator – In the Heart of the Delve & Dangerous

Random Social Interaction Hex Flower Generator

Download a (readable)  image_preview .pdf version

Background
I’ve been interested in making a random social interaction generator for a little while, perhaps part of a random mystery generator. Lot’s of ideas but nothing concrete. So, recently, I saw a few things that made me think of this … it might need some work, but I figured I’d put it out there and get some feedback.

The main idea is to use a Hex Flower (HF) as a frame to hold NPCs in place and then use rules to link them. So, in this case the HF is doing something a little different to my ‘normal’ HFs.

Idea
I had a go at typing this idea up in WordPress’s ‘WYSIWYG’ editor, but life is too short for that. So, here is an example of a social Interaction HF generated using this method, taken from the pdf document:

Random Social Interaction Hex Flower dt

Of course, people are free to create social interaction types that fit their game.

So, could this be done just using normal random tables – sure. But, I quite like that the information is presented visually as a sort of flow/information diagram.

If you want to see how this is done here’s a screen clip of the template, but a more readable and fuller  image_preview .pdf version is PWYW on DriveThruRPG.

Random Social Interaction Hex Flower Generator Cover page

– – –

Me on DriveThruDriveThru.

What’s a Hex Flower Game Engines anyway ?

I’ve had quite a few new visitors to my blog recently (probably related to the Planar Compass: Issue 2 Kickstarter for Zine Quest 3), looking at my Hex Flower Game Engines (HFGE).

Background:
Hex Flower Game Engines are like a random table but with a ‘memory’ (well sort of). You can see some HFGE examples here and here.

TL:DR = Basically, in a HFGE the next random event is guided by the last event (AKA this is the ‘memory’). This can lead to continuity in the random events (think transitioning weather). Navigation rules can also be used to skew the events in a preferred direction (e.g. towards mild weather) but still allowing for some chaos in the system (e.g. a sudden thunderstorm).

Download
I decided to bring together a lot of what I’ve learnt about Hex Flower Game Engines and their design in one place, in a downloadable .pdf document.

This ‘pay what you want’ metal best seller can be downloaded from here: image_preview  Link

This document is not intended to be prescriptive, but it might be a good jumping off point if you are interested in the topic and/or want to make your own Hex Flowers.

Screen clipping:
Here’s an outline image of the document:

Overview image.png

I have also prepared a 12 part YouTube ‘talk through‘ video, where I talk through the PDF document page-by-page.

Cover image:

Hex Flower Game Engines Cover

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Me on DriveThruDriveThru; at the moment I’m mainly pimping, well this ^

What floats your Astral boat ? | Planar Compass 2

This is now Live on Kickstarter

I’m excited to let people know that I’m collaborating on Issue 2 of Planar Compass for Zine Quest 3, which is written for OSE.

PC I2 ZQ3e

I’m working on some Hex Flower goodness to navigate/traverse the astral sea and on a living dungeon.

 LINK

Background 

See Issue 1 (where it all began with Zine Quest 2)

PC issue 1

For a video review of Issue 1, please see Questing Beast
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Me on DriveThruDriveThru

1980’s Dungeon Map (never played)| Old Map in old binder

Found this old map (and dungeon notes) in my old 1980’s binder. It never got played (reasons), but I thought the map would be fun to share here:

Dungeon Map late 80s

(The penciled map was a bit hard to see, so I added a darkening filter)

Plot:

PiscodaemonThis dude (a Piscodaemon; MM2 page 30) wants the PCs to teleport into the dungeon (hidden in a well) and retrieve a guarded magic item/artifact and return it to him. Promises PCs ‘rewards’.

He plans to use the item/artifact to start a rebellion in the Hellish planes. 

 

1988 Dungeon | I have previous
If the above map is of interest you, then perhaps check out my fully ‘restored’ AD&D (1e) 1988 dungeon:

1998 Original map

Link to video review and discussion

image_preview Link to PDF of the fully stocked ‘1988 Dungeon’.

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More of my stuff on DriveThruRPG: https://www.drivethrurpg.com/browse/pub/9524/Goblin039s-Henchman

Face Folio | the 180 concept sketches are now all in …

This is just a little preview of all 180 concept sketches for the ‘Face Folio‘ Kickstarter (100 PC/NPC portraits for your RPG game), which funded last year as part of Zine Quest 2:

FF sketches all in

This set of sketches has now been narrowed to 100 portraits (a difficult job), and Marcin is working on the full art version.

Our priority is the KS backers, but the longer term plan is to have this product available as a PDF and in hard copy form (perhaps a limited print run). 

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Me on DriveThruDriveThru; at the moment I’m mainly pimping my procedural:
:: High Seas ‘Hex Crawl’ – In the Heart of the Sea,
:: Wilderness Hex Crawl – In the Heart of the Unknown,
:: Dungeon/network generator – In the Heart of the Delve & Dangerous