

Really? Hmm. Thanks.


No. I could possibly add them in a future version, but with this method it’s sort of hard to make it rare for them to end up next to swamps. But maybe I can come up with something…


Ah! I’m glad you liked it, thanks! :-) I’m currently working on a sort of different version for it, more specifically for solo play. It’s based around the idea that you don’t pre-generate NPC personalities, but instead they are generated bit by bit as you interact (read: get to know) the NPC. It also has optional support for NPCs falling in love with PCs if they end up being compatible, and some simple rules four courting / dating.


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
Depending on your needs and how technical you are, Emacs and org-roam might work for you. It’s what I use. But my notes are strictly text, so I’m not sure how good image support is if that’s something you need.

Is it legal in the US to shoot people who are trying to kidnap you?
I mean, anyone can go around claiming to be law enforcement or ICE or whatever, but with no badge or ID, how are people supposed to know that this isn’t a gang trying to trafic them?




Well, I’m ashamed to say - not very much. Or at least not nearly as much as I would want, as the GM. And it’s nobody’s fault but my own.
The campaign is supposed to be a sandbox, but due to time constraints and procrastination, I rarely end up spending enough time to prep more than one path forward. There are occasional forks in the path at the end of sessions where I ask them what they would like to do in the next session, and then that becomes the one prepped path for the next session. I’m working on this. My goal is to start prepping earlier so that I have more time to prep different options. Also, prep is more fun when I start 10 days before the next session, rather that 3 hours before it.