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).

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).

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 ^

4 thoughts on “What’s a Hex Flower Game Engines anyway ?

  1. dferg

    I enjoyed your videos on Hex Flowers. I tossed a few coins in the jar on DTRPG for a couple of your docs! Well done! Question for you: would you consider posting a template of the Race / Class Hew Flower. I like that format and I would be willing to purchase it from DTRPG.

    Liked by 1 person

  2. dferg

    Nabbed it, thanks! I have an idea for how to use Hex Flowers for a game I am making. The HF will replace tables that have been … problematic for me.

    Liked by 1 person


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