I’ve written simple rules for generating a hex map, either in advance or on the fly (which works particularly well for solo play). The generator uses a simple system for taking adjacent hexes into account to avoid being totally random. Feel free to let me know if you have any feedback.
thanks to you, i found the character generator and honestly, brilliant!
thank you :]
Ah! I’m glad you liked it, thanks! :-) I’m currently working on a sort of different version for it, more specifically for solo play. It’s based around the idea that you don’t pre-generate NPC personalities, but instead they are generated bit by bit as you interact (read: get to know) the NPC. It also has optional support for NPCs falling in love with PCs if they end up being compatible, and some simple rules four courting / dating.
No deserts/dunes?
No. I could possibly add them in a future version, but with this method it’s sort of hard to make it rare for them to end up next to swamps. But maybe I can come up with something…
You don’t need to. It’s actually quite common for brackwater swamps (mangroves) to exist next to sand dunes.
Really? Hmm. Thanks.
Take a gander at what it may look like: https://duckduckgo.com/?q=mangroves+dunes&ia=images&iax=images
Output looks interesting. Can you share the system, or at least the general rules that it uses?
Oh, my bad. I added the link to the post, but when I also added an image the link was replaced by a link to the image it seems. Anyway, here’s the link: https://www.ttrpg-hangout.com/2d6_hexmap_generation_system.html


