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).
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).
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: 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.
Here’s an outline image of the document:
I have also prepared a 12 part YouTube ‘talk through‘ video, where I talk through the PDF document page-by-page.
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