I’ve written simple rules for generating a hex map, either in advance or on the fly (which works particularly well for solo play). The generator uses a simple system for taking adjacent hexes into account to avoid being totally random. Feel free to let me know if you have any feedback.


Output looks interesting. Can you share the system, or at least the general rules that it uses?
Oh, my bad. I added the link to the post, but when I also added an image the link was replaced by a link to the image it seems. Anyway, here’s the link: https://www.ttrpg-hangout.com/2d6_hexmap_generation_system.html