Map Generation

This month Prismatic Wasteland is setting a challenge for people to write about randomness. You know that in my game design work, my programming and my music, that I love talking about chance. But, I wanted to add something to the chance lexicon. My way of generating maps, really fast. This is useful in my game Rift Walker. It can be added to the following tools to help build your world.

https://www.matthewdavisprojects.com/thoughts/extended-hex-dungeon-and-settlement-generation-tools

https://www.matthewdavisprojects.com/thoughts/u0ivjztj1xm9tub1szgti62700ttj0?rq=Maps

https://www.matthewdavisprojects.com/resources

MAP GENERATION TOOL

When a map is needed in a quest, you can use the following procedure to generate one that will create interesting moments and exploration first design. For each type of feature, roll a coloured D6 (consult the table below). Roll them across an open area in which to draw around. Raw a clustered shape around each dice, or group of dice as necessary to draw the following:

♦   Quest sites: Square grid with perfect or imperfect shapes for “rooms” or locations

♦   Wilderness: Hexes for a day’s travel and its features

♦   Settlements: Square grid with perfect shapes for districts

Each colour represents an abstract element. The pips could represent the volume or the difficulty (more = higher) of the encounter or element. Many ways could be employed to influence its design:

♦   A selection of some colours or more than one of each colour could be rolled

♦   Stack the dice in a particular order and push over, ones closer to the top will go further away

Map maker table.

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