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
thanks to you, i found the character generator and honestly, brilliant!
thank you :]
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.
No deserts/dunes?
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…
You don’t need to. It’s actually quite common for brackwater swamps (mangroves) to exist next to sand dunes.
Really? Hmm. Thanks.
Take a gander at what it may look like: https://duckduckgo.com/?q=mangroves+dunes&ia=images&iax=images


