![]() I’ve used it to create the map for a hexcrawl campaign, and I like the results. Should the river bend west here, or stay on its southerly course? Could there really be two towns so close together? Is that forest one hex too large? It’s maddening and it prevents me from getting anything done, so this process is intended to short circuit that by forcing me to adapt to randomness (which is fun in its own right). I find that when I create maps I overthink everything. ![]() It’s deliberately a lazy, quick, flexible system. There’s no reason you couldn’t fiddle with this in all sorts of ways to produce maps for larger/smaller regions, other genres, or even other kinds of maps entirely. I had fantasy hexcrawls in mind when I wrote this, and the map I’ve created using this method is for that sort of game. Building on the idea of die drop tables and tools elsewhere, I came up with a simple approach to quickly generating a region: the drop map.
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