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Re: Hexagon pattern dungeons
At 11:50 PM 5/3/2018, Craig Barber wrote:
After I invented the square megahexes, it was easy to have *both* of my
cakes and eat them both too. Any square grain dungeon could be played
on megahexes from then on.
Yeah, those are brilliant and awesome!
I hate to rehash an old old discussion (when did we talk about this?)
but here goes. Out of curiosity: how many people here largely avoided
hex grain dungeons? Does anyone ONLY use hex grain dungeons? Does
anyone love them like I do or does anyone hate hex dungeons?
I pretty much only used hexgrain dungeons in TFT, though I started
drawing locations more organically and had some techniques for
drawing more natural shapes, and would not stick to the hexgrid on
labyrinth-scale maps - that is, I would draw walls that cut through
megahexes so the locations could be shaped how they made sense. Kind
of like how Bendwyn buildings are square, only at labyrinth scale and
with more awareness of the combat scale.
I still like hexgrain dungeons, but I don't like the artificial
megahex alignment they tend to give the content.
When I converted my TFT campaigns to GURPS, the way GURPS handles
hexes in combat got me to change how I did combat and labyrinth maps.
GURPS doesn't refer to megahexes, traces line of fire through any
point in a hex (not center to center) and allows you to move into
partially-blocked hexes, and usually draws terrain without regard to
the hexes. So I switched to using plastic transparent hexmap
overlays, and drawing things on plain paper to put under them. I
still had (and made new) mapped locations using TFT labyrinth
style/scale, but instead of laying out megahexes for them, I had a
labyrinth-sized hex grid (so like 3-to-4 inch hexes) and used that as
a reference to draw the terrain shown on the labyrinth map on plain
paper, put under the combat hex overlay for play. I'm not sure if
that description is understandable, but it worked rather well.