Background:
For about the past year I’ve been blogging on-and-off about Hex Flower Game Engines (they are like a random table but with a memory). For example here and here.
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.
The document can be downloaded from here: 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:
And here’s an outline image of the document:
Cover image:
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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
Great explanations in this article!
I was following the HF engines a while now, but this is a comprehensive guide that will help a lot.
If I may ask, what tools do you use to paint the hexes?
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Thanks for the comment.
I just make these things in MS Word.
The hexagons are just “shapes”.
Shapes can be formatted in Word.
On DriveThru I have a template, including a Word template.
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Great post. I just browsed the web and came across this article about generating cyberpunk cities with 2d6 and thought you might be interested
https://tearlessretina.blogspot.com/2019/11/english-cyberpunk-citygen.html
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Thanks. Interesting idea. I’ve been thinking about random cities recently, so good timing thanks!
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