Let’s use this thread to discuss mechanics, tools, worldbuilding, etc. for our solo hexcrawl campaign.
Here’s the initial versions of what we’ve come up with so far (beta, work-in-progress, not final, yadda, yadda, yadda):
Terms
An Adventure is one foray from a safe location (encampment, town, etc.) to a dangerous location and back again.
Procedures
General Game Loop
Determine available adventure locations (if necessary)
- rumor table entry generator
- purchasing of map fragments
Gather the team
- look over the roster and select the characters who are available and able to adventure.
- buy supplies, engage hirelings, etc.
Transit to adventure site
- using some combination of OE, Outdoor Survival, some other house-rules
Delve adventure site
- classic dungeon crawling
- random dungeon layout, populations, and loot
Transit back to safety
- using some combination of OE, Outdoor Survival, some other house-rules
Settle up loot, etc.
- assuming there are survivors
Tools
Map Fragment Generator
- the starting location is where is sold (found might be a different matter)
- ending location is a Secret in a hex 1d8 hexes away
- for each hex that the map travels through, establish a landmark for that hex.
Hex Feature Generators
Landmarks
- geological formation
- a (un)natural phenomenon (a particular grove of trees, etc.)
- a settlement
- cultural monuments
Geological formations
- Hills/cliffs
- valleys, crevasses
- badlands
- water body
- moving water
- unusual
Settlements
- outpost
- hamlet/village
- town
- city
- stronghold
- unusual
Water Bodies
- wetlands (swamp, bog, etc.)
- pond
- lake
- waterfall
- unusual
Outposts
- watchtower
- hermit
- hunter/gatherer
- isolated farmstead
- outcast
- unusual
Cultural monuments
- border markers
- burial grounds
- settlement ruins
- stronghold ruins
- religious ruins
- unusual
Natural phenomena
- breeding grounds
- feeding grounds
- migratory game-trails
- unusual