Thread: Emergent hex crawl in FG
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May 15th, 2024, 20:53 #21
Absolutely! I get to adjust to taste too. In the Gnomestew article, I moved the most common selection to the top of the table instead of the middle, so that I can use dice modifiers to influence the odds. (ie. if checking against a source of grassland, move the grassland result (was 5-9) to the top (now 1-5) and if I want to sway the result towards more grassland, add a -1 or -2.
I didn't go as far as Story Templates, but would be great idea for a module construction based on one of these hex generator books, wink wink lol
The only trouble I ran into w Gnomestew article is there are two levels of detail per hex, elevation and vegetation. It got a little fiddly to create a plains (flat elevation), but then change it to forest (vegetation). I will probably try to combine these two someone and/or eliminate the veg level and just incorporate it in the first table.
Otherwise, I just rolled a bunch of times on one of the tables, and translate the results to hexes, starting from the center starting point and going around clockwise until too big, then just do one side at a time. One the land is placed, I went back and rolled on Point of Interest table multiple times, looking for a hit (two columns in this table, Point-of-interest yes/no and if yes, WHAT-IS-POI?) Again, I'm not sure on the frequency/type of POI's , but again thanks to FG, I get to adjust this however I want.
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May 15th, 2024, 22:41 #22
Agreed. But I have too many projects on my plate to take on another!
The only trouble I ran into w Gnomestew article is there are two levels of detail per hex, elevation and vegetation. It got a little fiddly to create a plains (flat elevation), but then change it to forest (vegetation). I will probably try to combine these two someone and/or eliminate the veg level and just incorporate it in the first table.
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