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<blockquote data-quote="LostSoul" data-source="post: 6373377" data-attributes="member: 386"><p>I have a couple hex maps set up already and I haven't had to create a new one for a while. I used the "single line" method for the first one, but it was a pretty big setting and took a long time to fill everything in (I still haven't!).</p><p></p><p>The method I used the second time is set up for a 10x10 5-mile hex map and uses regular playing cards. (Using cards means that placement is random but you know that you'll get at least a few of each type of feature.) You draw the map and then start drawing cards, one for each hex. 2-9 is empty, 10 is terrain features, Jacks are monster lairs, Queens are settlements, Kings are ruins, Aces are dungeons, and Jokers are special features (typically gates to other worlds). The suit colours the feature - Jack of Spades is an apex predator lair, so you roll on the Apex Predator Lair table based on the terrain. (Things like dragons.) For ruins the suit determines who made it.</p><p></p><p>From there you go to another table - which had really (too) big entries that were somewhat random themselves - and roll to see what's in the hex. When I created the second map I just made up the hexes and added them to the tables, to get an idea of how much content I was putting in. I made little keys to help me flesh out the entries, like this for "dangerous" ruins:</p><p></p><p>A The ruin, weird or interesting</p><p>B The reason for its abandonment or destruction</p><p>C Some kind of risk: monster, trap, trick</p><p>D Some kind of reward</p><p>E A link to another hex [all entries had one of these; it's important to keep things related, though sometimes I'd leave it empty]</p><p></p><p>In addition to the hex features I'd make a bunch of other rolls to see what else was in the hex - monsters, treasure, traps or tricks, etc.</p><p></p><p>Here's a sample hex that's been fully fleshed-out (it's 4E-ish):</p><p></p><p>[sblock]The remains of a city of steel and glass lie in crumbling ruin here. The skyscrapers and towers have collapsed and have been overgrown by earth and strange, mutated vegetation (a purple fungus), creating strange hills where rusting steel beams jut out at the sky.</p><p></p><p>There are no signs of any other vegetation or animals, a hint at the danger here. The area is still radioactive (400 - 2000 mSv) and can poison anyone who spends too much time here (once every four hours, save resists). Roll 1d6 for mutations: 1 - you can only see in the infrared spectrum; 2 - pain is turned into pleasure, +2 CON the first time, after this any pain causes you to be Dazed for a round; 3 - the disgusting purple fungus grows all over you, -4 to Reaction rolls if it's exposed; 4 - you grow a foot, +2 STR and CON, -2 DEX; 5 - you have a stroke, -2 INT, WIS, and CHA, but you can Read Omens as the ritual; 6 - haemophilia, one less healing surge, only affects males. Effects are permanent and can occur multiple times. The fungus (known as "Purple Haze") can be eaten; it protects against radiation for 6 hours, though it causes bad cramps.</p><p></p><p>Characters spending four hours searching through the rubble will find a piece of technology (1-4 TL 5, 5-6 TL 6; use the Gamma World Junkulator to determine kind).</p><p></p><p>What happened here? An ancient green dragon breathed radiation on the city, killing its inhabitants but leaving the city intact.</p><p></p><p>The hermit Carl Sleeg from 05.09 comes here, looking for junk to take home. He has an old rad suit he will lend PCs if paid with sex or drugs. 25% of wandering monsters are with Carl.</p><p></p><p>Monster: A displacer beast pack lord leads a small pack of two displacer beasts and a savage displacer beast. They live within the ruins, eating the fungus to protect themselves from the radiation. 25% of wandering monsters are with these beasts, hunting.</p><p></p><p>They have gathered the Bridle of Mating: This heavy leather bridle is adorned with iron studs in the shape of hobgoblin heads. Its shape changes to fit over any animal. When placed on a beast it never becomes fatigued from overland travel or work. The animal becomes full of lust, and it can mate with any other animal, strange creatures a result of the pairing. The animal feels an intense need to mate while the bridle is on, and must do so once a day or it will go mad and attack until its lust is sated.</p><p></p><p>Trap: A sinkhole may collapse and drop PCs into the city; this occurs 25% of the time on wandering monster checks. The drop is 1d8+3x10 feet.</p><p></p><p></p><p>In the game, when the PCs encountered this hex, they gathered some strange "junk", one PC was irradiated (they went in with some kind of magic anti-radiation potions they made), and the ranger PC tamed the displacer beast pack leader.[/sblock]</p></blockquote><p></p>
[QUOTE="LostSoul, post: 6373377, member: 386"] I have a couple hex maps set up already and I haven't had to create a new one for a while. I used the "single line" method for the first one, but it was a pretty big setting and took a long time to fill everything in (I still haven't!). The method I used the second time is set up for a 10x10 5-mile hex map and uses regular playing cards. (Using cards means that placement is random but you know that you'll get at least a few of each type of feature.) You draw the map and then start drawing cards, one for each hex. 2-9 is empty, 10 is terrain features, Jacks are monster lairs, Queens are settlements, Kings are ruins, Aces are dungeons, and Jokers are special features (typically gates to other worlds). The suit colours the feature - Jack of Spades is an apex predator lair, so you roll on the Apex Predator Lair table based on the terrain. (Things like dragons.) For ruins the suit determines who made it. From there you go to another table - which had really (too) big entries that were somewhat random themselves - and roll to see what's in the hex. When I created the second map I just made up the hexes and added them to the tables, to get an idea of how much content I was putting in. I made little keys to help me flesh out the entries, like this for "dangerous" ruins: A The ruin, weird or interesting B The reason for its abandonment or destruction C Some kind of risk: monster, trap, trick D Some kind of reward E A link to another hex [all entries had one of these; it's important to keep things related, though sometimes I'd leave it empty] In addition to the hex features I'd make a bunch of other rolls to see what else was in the hex - monsters, treasure, traps or tricks, etc. Here's a sample hex that's been fully fleshed-out (it's 4E-ish): [sblock]The remains of a city of steel and glass lie in crumbling ruin here. The skyscrapers and towers have collapsed and have been overgrown by earth and strange, mutated vegetation (a purple fungus), creating strange hills where rusting steel beams jut out at the sky. There are no signs of any other vegetation or animals, a hint at the danger here. The area is still radioactive (400 - 2000 mSv) and can poison anyone who spends too much time here (once every four hours, save resists). Roll 1d6 for mutations: 1 - you can only see in the infrared spectrum; 2 - pain is turned into pleasure, +2 CON the first time, after this any pain causes you to be Dazed for a round; 3 - the disgusting purple fungus grows all over you, -4 to Reaction rolls if it's exposed; 4 - you grow a foot, +2 STR and CON, -2 DEX; 5 - you have a stroke, -2 INT, WIS, and CHA, but you can Read Omens as the ritual; 6 - haemophilia, one less healing surge, only affects males. Effects are permanent and can occur multiple times. The fungus (known as "Purple Haze") can be eaten; it protects against radiation for 6 hours, though it causes bad cramps. Characters spending four hours searching through the rubble will find a piece of technology (1-4 TL 5, 5-6 TL 6; use the Gamma World Junkulator to determine kind). What happened here? An ancient green dragon breathed radiation on the city, killing its inhabitants but leaving the city intact. The hermit Carl Sleeg from 05.09 comes here, looking for junk to take home. He has an old rad suit he will lend PCs if paid with sex or drugs. 25% of wandering monsters are with Carl. Monster: A displacer beast pack lord leads a small pack of two displacer beasts and a savage displacer beast. They live within the ruins, eating the fungus to protect themselves from the radiation. 25% of wandering monsters are with these beasts, hunting. They have gathered the Bridle of Mating: This heavy leather bridle is adorned with iron studs in the shape of hobgoblin heads. Its shape changes to fit over any animal. When placed on a beast it never becomes fatigued from overland travel or work. The animal becomes full of lust, and it can mate with any other animal, strange creatures a result of the pairing. The animal feels an intense need to mate while the bridle is on, and must do so once a day or it will go mad and attack until its lust is sated. Trap: A sinkhole may collapse and drop PCs into the city; this occurs 25% of the time on wandering monster checks. The drop is 1d8+3x10 feet. In the game, when the PCs encountered this hex, they gathered some strange "junk", one PC was irradiated (they went in with some kind of magic anti-radiation potions they made), and the ranger PC tamed the displacer beast pack leader.[/sblock] [/QUOTE]
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