Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

Heroes of Adventure

Index of Heroes of Adventure releases and community forum · By Nameless Designer

HoA Solo Mode & Terrain Generation

A topic by Logen_Nein created Jul 30, 2022 Views: 218 Replies: 1
Viewing posts 1 to 2

For anyone wondering (if you are following on Reddit) how I am using HoA for solo play, Nameless has provided enough random tables in the Referee's Guide to do so, and the only thing I thought was lacking was a Y/N oracle, until, halfway through my first session, I thought to use the Reaction Table as my oracle. This is how I break it down now (my additions are in bold):

  • d20 -- Outcome or Reaction (ADV if Likely, DIS if Unlikely)
  • 01 -- A terrible outcome, hostile, No and DIS on next oracle roll and add a complication
  • 02 - 03 -- A very bad outcome, aggressive, No and add a complication
  • 04 - 07 -- A poor outcome, defensive, No but add a benefit
  • 08 - 13 -- An indifferent outcome, cautious, Yes but add a complication (No if Unlikely)
  • 14 - 17 -- A good outcome, favourable, Yes
  • 18 - 19 -- A very good outcome, friendly, Yes and add a benefit
  • 20 -- An excellent outcome, helpful, Yes and ADV on next oracle roll and add a benefit

I'm relatively new to solo play, but I'm liking that I can manage it entirely with the Players Handbook and Referee's Guide.

As I'm using HoA as an open world hex crawl I am also using the Sandbox Play section (3.2) in the Referee's Guide. My first hexmap is serviceable, and I used the terrain generator and the oracle (above) to lay it out, but I have also been thinking about using a hex flower (link if you want to read up on these) so that the terrain was less random. I put this HoA Terrain Generator Hex Flower together last night, and it works perfectly with the Terrain table, arranged to create a fairly temperate region, with the exception that I added Flatlands to Plains, Expanse, Prairie.

If you are not familiar with Hex Flowers, you roll 2d6 to determine direction (not of travel, that is figured by regular travel rules, either by choice or navigation checks) and the overall results will tend down and to the left. Red borders mean you stay in the current terrain type, while open borders mean to move to the other end of the flower (Such as from Lakebeds, Dunes to Valley, Canyon on a roll of 10 - 11).


With  a little effort you can rearrange the entries and borders to produce regions with different focuses. You could also rotate the dice values to do the same, though that might interfere with some of the patterns created by the current setup.

Developer

Fantastic, thanks for sharing your tools and insight. The hex flower method seems to create a little but more consistency when generating terrain types.