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  1. #1
    Community Leader NeonKnight's Avatar
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    Actually the random terrain is logical for what it was intended to be.

    But what was it intended to be? Certainly not a "Lets design a campaign area" (though I am sure some folks out there did

    It was a: "Oh-NO! My players went somewhere I don;t have mapped! Damn them and this open concept game!"

    So a DM could turn to a random terrain generator to 'whip up a couple of hexes of terrain' as a stop gap for the game.

    At least, that was how I always looked at it
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    Yeah, you're right. I was just curious about how well it would generalize.
    My random map generators and GIMP scripts: http://axiscity.hexamon.net/users/isomage/

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    Publisher Facebook Connected bartmoss's Avatar
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    Quote Originally Posted by NeonKnight View Post
    Actually the random terrain is logical for what it was intended to be.

    But what was it intended to be? Certainly not a "Lets design a campaign area" (though I am sure some folks out there did

    It was a: "Oh-NO! My players went somewhere I don;t have mapped! Damn them and this open concept game!"

    So a DM could turn to a random terrain generator to 'whip up a couple of hexes of terrain' as a stop gap for the game.

    At least, that was how I always looked at it
    Naturally I am aware of that.

    It's still useless filler material - Roll-playing vs. Role-playing. If a GM can't simply make up their mind on what the terrain the next hex over is, he fails at game mastering. Of course the whole hex-based approach betrays the game's origin in tactics/strategy games, where the world presumably ends in a fiery death if a situation isn't covered by SOME sort of rule.

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