An Introduction to the Hex Flower Game Engine - a versatile tool for RPGs

Daniel introduces the Hex Flower Game Engine, a flexible tool by Goblin’s Henchman that enhances role-playing games by adding structure to random events like terrain, dungeons, and social interactions. Unlike typical random tables, the Hex Flower tracks previous outcomes, making transitions more logical.

The engine consists of a grid of 19 hexes and a navigation system driven by dice rolls, often using 2d6. This creates natural progressions, avoiding abrupt changes, like deserts suddenly leading to forests. Daniel demonstrates how it works for wilderness exploration, dungeon creation, and even social challenges, emphasizing how it adds depth and continuity to games.

While powerful, Daniel notes the Hex Flower can be tricky to learn and wishes for more detailed guides. He suggests it could benefit the community with a book of pre-made scenarios. Ultimately, he recommends trying the system to improve both solo and group gaming experiences.

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Goblin’s Henchman is still posting on the nature of Hex Flowers:

And the cookbook is still available for any contribution:
https://www.drivethrurpg.com/en/product/295083/hex-flower-cookbook-an-overview-and-some-thoughts-on-hex-flower-game-engines-by-goblin-s-henchman

They look awesome. Is anyone using these “tables with memory” day to day?