Recently, I’ve been experimenting with using a simple 19-hex rose to list various outcomes, in combination with a 2D6 navigation system (to cause a bias “downwards” and “leftwards” in the outcomes), and where the edges of the rose ‘wildcard’ over to the diagonally opposite edge of the rose (except for the top and bottom hexs). It’s like a random table, but with a built in memory. For more explanation see here.
This idea could be used to make a simple engine for tracking an event, be it an erupting volcano (now done), the mood of a village to the PC’s presence (now done), or as in the case below, the terminal event should a Rot Grub reach the infected PC’s heart. I also used it to make a simple random hex generator tool, the 2D6 method favours plains over other terrain and de-favours mountains and a chase mechanic.
My most recent version of this is In the Heart of the Sea (a procedural ‘Hex Crawl’)
Some more examples:
:: Example 1 – Where’d the Rot Grub Go Next?
:: Example 2 – What the Hex’s Next? (not a map, but a tool for generating terrain)
:: Example 3 – Volcano Eruption Tracker (assumes eruption fairly is imminent)
:: Example 4 – Taking the Town Temperature (have the brave adventures outstayed their welcome?)
Ever accidentally overwrite a file? Me too!
:: Example 6 – Maze & Pursuit (a chase mechanic or stand alone game)
:: Example 7 – Procedurally exploring a giant tree (incorparting ideas from David McGrogan’s blog):