Found a new-to-me blog with a couple posts to further delve into later on.
Posting to share, too, but mostly to bookmark for myself:
#stuff25, and what i have learned from #dungeon23 and #hex24 | chasing daisies...
Found a new-to-me blog with a couple posts to further delve into later on.
Posting to share, too, but mostly to bookmark for myself:
#stuff25, and what i have learned from #dungeon23 and #hex24 | chasing daisies...
When I look at my hex24, I finished the first map around the beginning of April, and that was getting to be a bit of a struggle before then, so the three month split seems like it would work.
During #dungeon23 and #hex24 I got bored doing either rooms or hexes all the time and constantly wanted to switch - my hex24 has various "hexes" which are actually dungeon rooms because I was too bored with hexes. So I'm planning on the basis that I will want to do different things.
For next year's project I'm thinking of a mix of #dungeon23 and #hex24, which I'm tentatively calling #season25; I have a plan to divide it into four based on the season I'm writing bits in.
A days work will be a location, which could be a journey, a place that doesn't need much elaboration, a particular shop or tavern, down to a room in a "dungeon" (or other discrete site).
A season is 13 weeks and has an overall theme which should keep me going even if I do various different things in it.
I have now finished this section of #hex24 - I was using the method from Sandbox Generator but I don't think it works as well as the section you create increases in size, and this is already too big, so I won't make it bigger.
That makes 351 hexes done this year though some of that count includes dungeon rooms and other bits and bobs I did along the way. So 14 more and I've done the year. Maybe I could do a small island or wavecrawl map for a change.
Folding lamp to let me do #hex24 in poorly lit pubs.
Have now done a three deep hex flower for the latest map, using Sandbox Generator and #knave2e tables. My general flow is to roll up the contents with SG and then also roll some area traits on the Knave 2e tables, then mush those together to produce weirdness.
So I have now caught up on my backlog of #hex24 hexes, partly with the help of the (great) Sandbox Generator, which lets me spec out a hex much faster than if I had to come up with contents from scratch. Though it does produce one in six hexes having a proper sized dungeon, which I do not have time to generate.
2025 approaches and I'm wondering whether to go back and do #dungeon25, filling in all the rooms in the megadungeon that this thing is producing. I will do some sort of stuff25 though.
I made a Tiny #Hexcrawl workbook in pocketmod format, based on some things I've learned from #hex24. The prototype has a little map on the front and then seven pages with prompts for hexes.
So far I went with hex name (every hex should have a name), keywords (I've found these useful), landmarks/hidden things (refers to the "Landmark, Hidden, Secret" principle https://diyanddragons.blogspot.com/2019/10/landmark-hidden-secret.html), threats/rewards, and then space for notes.
Just an initial list, would love to hear any suggestions here.
Given that I've finished the previous map for my #hex24 but still have a backlog to clear and a load of days left this year, I'm at a bit of a loose end.
I'm now running #starfinder2e and will probably be doing so all year and don't want to be distracted from this. But I dont need a hex map for it right now, and IME I use hexmaps a lot less in #starfinder anyway.
So I decided I'll just do high level details of planets (counting as one hex) then dive deeper into locations there if inspired.