Fate Mechanic Hex Flower | … just spit-balling here

More on Hex Flower design – please see my Hex Flower Cookbook

Background
I’m going to admit that my knowledge of the Fate system is not strong. So, this is just a spit-balling exercise to see if a Hex Flower can be ‘useful’ in the Fate System.

This is what I came up with:

Fate Hex Flower - Draft

The probabilities map very well to those of 4dF system.

But … is this useful in anyway? Usually, the “memory effect” of the Hex Flower is one of the most useful things about it. Here, however, jumping off from the last location probably makes little sense … unless a sologamer perhaps wants ways to scramble their expectations … ???

Would this work as 1dF system, with Fate burning more slowly?

Or, is this just a case of ‘back to the drawing board’?

Something else – the ‘no return Navigation Hex mechanic’
Not all is lost. One thing that I always wanted to try in a Hex Flower was a ‘no easy return’ mechanic. In this case there are only 3 navigation directions on the Navigation Hex (i.e. half of the faces). To get back to the last ‘hex’ requires at least 3 rolls e.g. up, left-down, right-down. It’s just me that’s interested in this right??

– – –

Me on DriveThru. At the moment I’m mainly pimping my procedural dungeon generator using Hex Flower game engines: In the Heart of the Delve & Dangerous. It’s PWYW and close to being ‘Silver Best Seller’ on DriveThru.

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