Category Archives: Hex Flower

Hex Power Flower – All at Sea!

This is not a map!

MadKingChristopher on G+ came up with this nice Ocean Mapper Hex Power Flower (HPF), which is a nice idea. It seems the ‘MadKing’ earned his crown once more, and got there before me!!! The island in the middle of the flower is a nice touch.
:O)

19 hex power flower Ocean terain.png

If the roll takes you to L1 (the top most hex), then proceed to the center, or (S)pecial location of Goblins Henchman’s Hex mapper. 

I’ve taken the liberty of reproducing (one of the versions of) my Hex Terrain mapper engines below:

NotForeverPlains update simple no arrows

Background:
If you’ve got no idea what this post is about, the below links give some context:

imagined journeyHere’s a link to the original posting about using the 19 Hex Power Flower as a Hex Crawl Engine:
HPF – What the Hex’s Next?

 

8hfThis is a link to more kinds of 19 Hex Power Flowers (with some being quite silly/fun):
Hex Power Flower (HPF)

 

3hfThis is a link to the ‘theory’ (or at least rational) behind this idea:
2D6 + 19-Hex Power Flower

 

 

– – –

c AntMe on DriveThruDriveThru; at the moment I’m mainly pimping my procedural adventure ‘Carapace‘ about a giant ant colony.

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2D6 + 19-Hex Power Flower

TL;DR Summary – A versatile game engine using 2D6 and a 19-Hex Flower (it’s like a random table, but with a memory). 

I’ve been experimenting with a random game engine which comprises a 19-Hex Flower and a 2D6 navigation system, e.g.:

1hf

Asymmetric probability

The idea is that the bottom and (less so the) left of the Hex Flower is favoured by the 2D6 navigation system. The top of the Hex Flower is quite strongly disfavoured. A crude summary of the most probable directions of travel in the Hex Flower:

2hf

Therefore, as one navigates the Hex Flower one is likely to head downwards, and slightly off to the left. Note these directions are tendencies only, and so there are still good/fair chances of moving in most of the other directions as well. By contrast, in a simple D6 navigation system, you tend to potter around the centre of the Hex Flower, with no particular direction being favoured.

Chaotic leaps

To prevent stagnation (e.g. being stranded at the bottom of the Hex Flower), if you navigate off the edge of the Hex Flower, you appear on the hex which is on the opposite side of the Hex Flower (i.e. diagonally opposite, e.g. orange to green and yellow to blue in the example below), which introduces a sort of wildcard/chaotic leap.

3hf

The exception to the diagonally opposite transition rule being the top-most and bottom-most Hex’s of the Hex Flower, where you typically appear on the same/adjacent Hex (otherwise this would circumvent the asymmetric vertical probability being induced into the Hex Flower). Generally, the top-most Hex returns to the top-most Hex (see red Hex below). In the bottom-most Hex, I tend to move the side exits to an adjacent Hex and the bottom exit back to the bottom-most Hex, or the Hex directly above (e.g. purple to brown in the example below).

4hf

Even with the wildcard leaps, there is a sense of continuity in the system, as you generally can’t get to most Hex’s without passing through adjacent Hex’s.

Summary

Therefore, with this structure in place, you have

  • the most improbable event/outcome at the top of the Hex Flower
  • common events/outcomes at the bottom of the Hex Flower
  • and a transitional zone there-between
  • the wildcard leaps are there to induce a chaotic element.

So, with an understanding of the probability structure induced in the Hex Flower you can write various engines or games.

Examples

Below are some examples I’ve made, i.e. a pursuit/chase engine; a terrain hex generation tool; a town mood tracker; a Rot Grub tracker; a volcano eruption tracker; and a random monster encounter engine:

:: Maze & Pursuit (and chase engine/standalone game)

mandp

5hf

Download  image_preview

 

:: What the Hex’s Next? (random outdoor (Hex) terrain generator)
Note – this is not a map, but a tool to build a map!

6hf

 

:: Taking the Town Temperature (have the brave adventures outstayed their welcome?)

7hf

 

:: Where’d the Rot Grub Go Next? (just some silly fun)

8hf

 

:: Volcano Eruption Tracker (assumes eruption fairly is imminent)

VET

 

:: Random Encounter Tracker (perhaps a bit more interesting than rolling a D6 every turn?)

10hf

:: Procedurally explore a Giant Tree (incorparting ideas from David McGrogan’s blog)

Giant Tree update.png

If you snoop around this site, you can find less fussy versions of the above engines.