An Introduction to the Hex Flower Game Engine - a versatile tool for RPGs

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Hi Daniel
Great video and explanation about Hex Flower Game Engines!
When I make these, I try to make them fit on one page, which inevitably results in running out of space for full explanations!
I should probably make a walk-through-document to accompany each of these Game Engines and or give some tips.
For example, it’s a good idea to roll a 2D6 for each of the Hex Flowers in the Hex Crawl Game Engine. So, 2D6 for weather, a separate 2D6 for terrain, and a separate 2D6 for the encounters. That way the moves on each HF are not lock stepped.
You are right, the rules for roads and rivers are probably too terse and so tricky to parse (this is the pit fall of having it fit on one page).
Thanks for shining some light on these and I hope people get use out of them, and better still make their own Hex Flower Game Engines!
GH

GoblinsHenchman
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This is the first time I've seen a video where I actually understood this concept. It seems a bit more visual than my visual impairment allows me to parse easily. But I finally understand it and I like the concept of it thank you for the video once again!

warmtropicalwave
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Hi Daniel, Daniel here!
Thank you so much for introducing us to the Hexflower Engine. I was precisely looking for a solution to the problem this engine fixes: less randomness and a more natural progression of hexes when using hex crawls. Well presented and explained. Right to the point. I really love your channel! Keep it up!

I see the limitation, that you only get to split up the hexflower once using left or right side of it. But what, if you wanted to have more variety or diversity? I could imagine using a hexflower inside a hexflower and when reaching the border of the inner hexflower, you automatically move one space in the respective direction in the outer hexflower.

danieldouglasclemens
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Thanks for highlighting this system. It seems really interesting and super useful. It would be cool to have one for a sci-fi setting that deals with space exploration. I’m pretty new to solo RPG and your videos are very informative and inspirational.

matthewgeorge
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i love how that system works, used it in my solo journeys! Great Vid, Daniel.

solorpgguy
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I thought, I would give an outline of the video including links allowing you to jump to the parts, which might be of interest for you:

0:18 Great quick summary

A) The rulebook in detail
1:30 What is a Hexflower Game Engine?
5:40 Terrain example
6:40 Weather example
7:09 Developing your own Hexflower
8:14 Timer example: Volcano eruption event
9:00 Social interactions example: Law and (In)Justice
10:15 Daniel's example: winning the favour of a pit boss
12:39 Competing against rival hunters/adventurers example & using points for progression
13:17 Philosophy and probability
13:30 Determining character races & their relationship example
13:40 limitations of example/instructional videos
14:02 big 7 page example of play for using it for dungeon creation & exploration

B)
14:52 Looking at some practical uses
Example play with Daniel

C)
27:34 Summary

danieldouglasclemens
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Thanks for the video, Daniel. I'm not a fan of hexflowers for exploration, but they're a fantastic tool for creating evolving plots and NPC connections.

alejotm
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Excellent overview of a fascinating system.

thepardoner
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This is an EXCELLENT AI! It is easy to set up AI logic trees where multiple paths are possible and the dice represent the AI choice! A very interesting idea is nested navigation -- the navigation hex changes based on its own hex flower.

mikejay
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I love hexflower mechanic! I've been using it for awhile.

CavernadoLekkis
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This looks really intriguing. I have downloaded quite a few things including the mini game attack the death moon.

leenewton
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Great video. My experience with this document is similar to what you have expressed.

I agree with you on the wish for a larger document/video of hex flower examples.

Personally I would love to see maybe two documents for the solo gamer.
1. Multiple table types with how they work and how to apply them. Example hex flower, d6 or 2d6 and expanded out to multiple/linked tables. (The idea of hiding boons, loot or narrative climaxes into table “mini games”) in this book could also include multiple procedural methods to gameplay which are also entwined with the tables. Basically a solo table theoretical book.
2. The second book would be fleshed out examples of play, solo-able modules and random tables.

These two books would exist like the standard DM guide and player guide but strictly solo play.

This would lend a shared language for solo players, speed up the learning curve for new players and a breeding ground for supplemental solo modules for the community to share.

(I hope this mind dump is coherent 😅)

Love your stuff as alway DD!!

markmclaughlin
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These hex flowers are great, thanks for the video! I am also looking for more content generators based on them, are you aware of any? Otherwise I'll try to write my own

erickr
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This is a brilliant idea. And this is why indies are so important to the hobby. I also love the look of that Untold Encounters book. Have you done a video on it too?

MemphiStig
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I seem to remember someone using a hexflower for character creation. You started in the center and rolled till you got to the edge. This generated what your character was and their stats. Can't remember the game though.

malchitos
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How did you populate/divide your encounter table? Look likes grouping of d10?

PensacolaWarHammer
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great for stochastic probabilities.I just came here to say Stochastic probabilities.

simonwatkins
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2D6 doesn’t give you a bell curve, it gives you a ramp up ramp down triangle distribution

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