In the Heart of the Unknown – A Procedural Hex Crawling Engine
‘In the Heart of the Unknown’ contains procedural Encounter, Terrain and Weather Engines for Wilderness Hex Crawling.
It is in a similar vein as ‘In the Heart of the Sea’, which is a procedural High Seas ‘Hex Crawl’.
Basically, in In the Heart of the Unknown there are three ‘game engines’ in the form of Hex Flowers. One engine drives navigation and encounters. The other two are related to terrain and weather conditions.
Each time you enter a new HEX, you procedurally determine what is in the new HEX starting from the last HEX result. So, Hex Flowers are sort of like a random table but with a memory.
Please see below for a preview. A PDF version can be downloaded here: ItHotU
More on Hex Flowers
You can read more about this Hex Flowers here
Some Hex Flower Examples here
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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
This is a wonderful engine. So many possibilities with this!
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What hex size do you recommend for this tool? 5 mile hex? 6? Or as small as a 1 mile hex?
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Good question. I thought a little about Hex size, and decided it was unimportant – or rather, anyone using this will have an idea of the density of encounters they like, and so will tailor this to fit their need …
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This looks great! Can’t wait to test it out on a solo play. I used recently your hex flower basis to run a dungeon crawl and got interesting results!
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I can’t seem to find any information regarding those 50% squares. Does this mean that the terrain is 50/50 e.g. forested hills, or does this mean there is a 50% chance of forests, and 50% chance of hills?
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Hi Steve – good question.
These are intended to be transitional hexes.
I intended them to be 50% chance of forests, and 50% chance of hills, but the other option of some hilly forest work too!
:O)
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