Category Archives: Hex Flower

In the Heart of the Delve & Dangerous | Procedural Network/Dungeon Crawling Engine

In the Heart of the Delve & DangerousA Procedural Network/Dungeon Crawling Engine

‘In the Heart of the Delve & Dangerous’ contains a procedural point crawl adventure engine for exploring a network of interconnected spaces – e.g. dungeons, space stations or eldritch structures.

It is in a similar vein as ‘In the Heart of the Sea’, which is a procedural High Seas ‘Hex Crawl’ and ‘In the Heart of the Unknown‘, which is procedural wilderness Hex Crawling Engine.

Basically, in ‘In the Heart of the Delve and Dangerous’ there are two ‘game engines’ in the form of Hex Flowers. One engine drives locations and the other the encounters.

Each time you move to a new location, you procedurally determine what is there.

Please see below for a preview. A PDF version can be downloaded here: image_preview  ItHotDnD

ItHoTDnD - cover image

In addition, the download includes :

  • A template with blank encounters (to make your own adventures)
  • Optional chamber dressing random tables
  • An annotated example of play

More on Hex Flowers
You can read more about this Hex Flowers here ( my ‘Hex Flower Cookbook’) and on my Blog here.

Some Hex Flower Examples here

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More of my stuff on DriveThruRPG: https://www.drivethrurpg.com/browse/pub/9524/Goblin039s-Henchman

Hex Flower Game Engines | an overview and some thoughts

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: 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:
And here’s an outline image of the document:

Overview image.png

Cover image:

Hex Flower Game Engines Cover

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Me on DriveThruDriveThru; at the moment I’m mainly pimping, well this ^

Race & Class Hex Flower Generator

Race & Class Hex Flower Generator

This is just a fun way to generate random Race and Class combinations for PCs (or even NPCs) using a Hex Flower.

Maybe this is a good excuse to play a class-race combination that you would not normally try?

Some things that interest me about it

:: In the end, this idea is a sort of demonstration of  a causality pathway when using Hex Flowers with a limited number of steps, i.e. the first result (e.g. “Half-Orc”) then leads on to only a limited number of possible results (e.g. “Fighter-Assassin).

:: This idea also explores a D6+D8 navigation mechanic. A D6+D8 navigation mechanic offers 14 outcomes (not 12 outcomes, i.e. when using 2D6); mixed dice of this kind gives a broader bell-type curve (e.g. when compared to 2D7); navigation has also been arranged to give a left-to-right “symmetrical” probability structure (rather than skewing to the left or right as when using my ‘normal’ 2D6 setup);  and the option for navigation to remain in the current HEX (i.e. on a roll of a 9).

Preview and download
Please see below for a preview. A PDF version can be downloaded here: image_preview  R&CHFG

Race & Class Hex Flower Generator - Cover v1.png

More on Hex Flowers
You can read more about these Hex Flowers here

Some Hex Flower Examples here

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InHotS the cover imageMe on DriveThruDriveThru; at the moment I’m mainly pimping my procedural High Seas ‘Hex Crawl’ – In the Heart of the Sea, and my procedural Wilderness Hex Crawl – In the Heart of the Unknown.

 

Mythic-Style Hex Flower Chaos Emulator

Mythic-Style Hex Flower Chaos Emulator

This engine is intended for use with the Mythic Game Master Emulator (MGME).

It introduces a new way to track the Chaos Factor (CF) using a Hex Flower; and a different option for the YES / NO engine.

Please see below for a preview. A PDF version can be downloaded here: image_preview  MsHFCE

Mythic-style Hex Flower Chaos Emulator - cover.png

One day, I might comment on the maths … for that one person who might care  …
:O|

Link to a Mythic flowchart

More on Hex Flowers
You can read more about these Hex Flowers here

Some Hex Flower Examples here

– – –

InHotS the cover imageMe on DriveThruDriveThru; at the moment I’m mainly pimping my procedural High Seas ‘Hex Crawl’ – In the Heart of the Sea, and my procedural Wilderness Hex Crawl – In the Hear of the Unknown.

 

 

In the Heart of the Unknown | Procedural Hex Crawling Engine

In the Heart of the UnknownA Procedural Hex Crawling Engine

‘In the Heart of the Unknown’ contains procedural Encounter, Terrain and Weather Engines for Wilderness Hex Crawling.

It is in a similar vein as ‘In the Heart of the Sea’, which is a procedural High Seas ‘Hex Crawl’.

Basically, in In the Heart of the Unknown there are three ‘game engines’ in the form of Hex Flowers. One engine drives navigation and encounters. The other two are related to terrain and weather conditions.

Each time you enter a new HEX, you procedurally determine what is in the new HEX starting from the last HEX result. So, Hex Flowers are sort of like a random table but with a memory.

Please see below for a preview. A PDF version can be downloaded here: image_preview  ItHotU

ItHotU - cover.png

More on Hex Flowers
You can read more about this Hex Flowers here

Some Hex Flower Examples here

– – –

More of my stuff on DriveThruRPG: https://www.drivethrurpg.com/browse/pub/9524/Goblin039s-Henchman

Combat Morale Tracker | … a simple Hex Flower morale tracker/AI

Edit: A higher quality .pdf version can be found here: Link
and a template Hex Flower Engine can be found here: Template

Combat is more interesting and faster when the morale of Monsters and Henchmen are taken into consideration. This (hopefully) light-weight morale tracker using a Hex Flower Engine should not bog down combat  but also allow moral to be tracked easily.

Combat Morale Tracker - cover image 2019

Background

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

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Me on DriveThruDriveThru; at the moment I’m mainly pimping my procedural High Seas ‘Hex Crawl’ – In the Heart of the Sea.

The Gambler | a ‘bolt on’ class for the daring-do classes; a class heavily influenced by Luck & Superstitions

Edit: A .pdf version can be found here: Link
and a template Hex Flower Engine can be found here: Template

 

Lucky 1.pngThe Gambler 
The Gambler is a person ruled by fates, omens and fortunes. They perceive everything through the lens of luck and chance. For a Gambler, everything happens for a reason. For a Gambler Luck: is as real as a baked potato; is cat-fickle and has a mood; is flattered by rituals and appeased by signs; is consistently unpredictable; is offended and implacable; is passionately for or against you; is never fair; is dangerous to define; is like your best friend’s lover.

 

Class restrictions
This bolt-on class is open to persons of physical dare-do, i.e. fighters or thieves.

Current Luck State
Every session roll 2D6 using the navigation Hex (see below) to determine the Gambler’s current Luck State (LS). The new LS Hex is determined by moving from the current LS Hex to the new LS Hex in the 2D6 navigation direction. LS is also determined if the player rolls a ‘crit’ or ‘fumble’; there’s a gamble, or if anything unusual/significant happens in the game (i.e. there is a shift in the fates).

Hex Flower Engine:

Gambler HFGambler HF Key

Luck Points
When the Gambler levels up, they: gain ‘Luck Points’ (LPs) equivalent to the PC’s level (so 5 LPs a gained upon attaining 5th level); any previously hoarded LPs are lost; and they may exchange their current LS Hex for Hex 10.

LPs are used to help change the outcome of the 2D6 navigation roll, hence the current Luck State. That is, after the 2D6 navigation roll is made, the player must decide if they are going to spend any LPs, to lock in the current Luck State. Spending LPs moves the 2D6 navigation direction by 1 face per LP spent. So, spending 3 LPs would in effect reverse the navigation direction. Halflings get +1 LP per level, but must take on an extra superstition at first level.

Superstitions
Each level the Gambler acquires a new superstition, e.g. three at 3rd level. Preferably, the superstition should be based on an event that happened during the levelling up period. Each superstition should be significant and indexed to character level, and hence should be more onerous than the last. DM input may be required here.
Breaking a superstition – all LPs are lost. If LPs are already at zero, then move to Hex 1.

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

InHotS the cover imageMe on DriveThruDriveThru; at the moment I’m mainly pimping my procedural High Seas ‘Hex Crawl’ – In the Heart of the Sea.

IT Came from Below (or above) | … a Hex Flower to track a ‘thingo’ in 3-Dimensions

Edit: A higher quality .pdf version can be found here: Link
and a template Hex Flower Engine can be found here: Template

There must be the odd occasion you want to track ‘something’ e.g. a monster, relative to the PC’s location in three dimensions. The PCs might be in an airship or underwater. This Hex Flower is designed to do just that …

Anyway, I thought using a HF to track this might be fun:

IT came from Below (or above) - the cover image

Background

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

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InHotS the cover imageMe on DriveThruDriveThru; at the moment I’m mainly pimping my procedural High Seas ‘Hex Crawl’ – In the Heart of the Sea.

Law & (In)Justice | … a Procedural Trial by Jury Hex Flower Game Engine

Edit: A higher quality .pdf version can be found here: Law & (In)Justice
and a template Hex Flower Engine can be found here: Template

This Hex Flower is for procedurally resolving the situation where the PCs are on trial by jury (niche much?). To be fair, I figured this engine might make for a fun mini-game, rather than throwing the PCs directly in jail (and dealing with their inevitable break out).

Personally, I think the engine is most fun when the PCs are innocent and there is a corrupt Judge ( … snigger!)

Well, here it is:

L&IJ Cover Image u.png

Where did this idea come from?
I’m glad I asked for you. I really liked this Blog post, which came up with the idea of using different navigation Hexs for a 2D6 19 Hex Flower (HF), depending on the situation, i.e. the NPC’s nature.

Then, I was listening to the new (to me) Spikepit Podcast, and Colin briefly talked about a mechanism for putting the PCs on trial. So, that got me thinking about using a HF to procedurally generate trial outcomes.

And then I realized, I could use different Navigation Hexs to discriminate between guilty and innocent PCs. Of course, in D&D there’s going to be corruptions and what not, so there is a bit if that and some ‘game point’s for the players to spend in order to bend the outcome (but spend wisely)!

Background

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

– – –

InHotS the cover imageMe on DriveThruDriveThru; at the moment I’m mainly pimping my procedural High Seas ‘Hex Crawl’ – In the Heart of the Sea.

Hex Flower Game Engines | … as found in the wild

HF template image thumbEdit 2: I recently made a .pdf that aims to bring the Hex Flower concept together in one place. You can get it HERE. But, by all means have a look below see what’s been done.

Edit: As some have asked, I made a template Hex Flower. Please let me know if it is useful (and/or needs changes)

Below are some 2D6 (or in one case 2D7) 19 Hex Flower game engines that I’ve stumbled across. It is interesting to see the direction people have gone with this idea. I think this reveals how useful and flexible a tool it could be in procedural adventure generation …

:: Trains (via Twitter)

HF trains

 

:: Kobold warpstone mine dungeon (via Gauntlet RPG forums)


HF Kobold Mine b.jpeg

 

:: Island romp (also via Gauntlet RPG forums)


HF Island b.jpeg

 

:: Weather generator (via Kickstarter)


HF Weather

 

:: NPC reaction rolls (via Blog post)


HF NPCs

:: Narrative trends  (via imgur)

4vn5xzh

:: Random NPC and NPC disposition (via Fictioneers )

hexflower.npc

:: The ruins of Syriholm

:: To the battlements!

Battlements.png

If you’ve done something with this kind of HF game engine, I’d be very interested in seeing it! Please consider also posting a link in a messages below!

Background

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

– – –

InHotS the cover imageMe on DriveThruDriveThru; please check out my procedural High Seas ‘Hex Crawl’ – In the Heart of the Sea.

Hex Power Flower – Weather

This is an interesting take on the Hex Power Flower idea.

It was posted on the For Glory #1, The Hexanomicon Kickstarter by Ariel Churi ; which of course must be filled with great stuff if this didn’t make the final cut …
;O)

Weather.png

I’ll defo be watching for any future KS!

Comments
I like the latency of the 8, 9 option (will need to ponder this some more), and the instructions are super clear (better than mine!).

I’ve had the idea of doing a weather HF, but probably one closer to my ‘In the Heart of the Sea‘ procedural adventure:

InHotS the cover image

However, that said, Ariel Churi’s HF looks great and is simples (aside from the DCC D7’s!).

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

 

Edit: As some have asked, I made a template Hex Flower. Please let me know if it is useful (and/or needs changes)

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Me on DriveThruDriveThru

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 as I was working on something like this!!! 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

 

 

Edit: As some have asked, I made a template Hex Flower. Please let me know if it is useful (and/or needs changes)

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

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). 

Edit 2: I recently made a .pdf that aims to bring the Hex Flower concept together in one place. You can get it HERE. But, by all means have a look below see what’s been done.

Edit: As some have asked, I made a template Hex Flower. Please let me know if it is useful (and/or needs changes)

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.

Video Demo (of the Heart of the Sea)

 

Examples

There are lots of Examples of Hex Flowers HERE. But, in the mean time, below are just two examples for flavour:

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

6hf

:: Where’d the Rot Grub Go Next? (just some silly fun to mess with your players …)

8hf