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Creating Randomized Mission Areas

The following is an excerpt from the Commander’s toolkit of DANGER CLOSE, but I realized it might be useful in far broader applications. So consider this both a teaser as well as a full blog post explaining my method.

First off: This is DANGER CLOSE:

and you can find it here: https://dicegoblingames.itch.io/danger-close-tactical-skirmish-ttrpg

What is this?

This approach is inspired by the mission briefing map in Helldivers 2, and how missions in that game take place in a select area of a couple of square kilometers.

Here? How about here? Here? Here? Maybe here?

I made it to create interesting mission terrain for DANGER CLOSE, which has a military sci-fi theme, but I suppose this could be used for any kind of setting, really. The terrain generation is universal, and the Mission Elements do involve a “Landing Zone” and “Extraction Zone”, but you can easily just… not use that. Finally, it has a system for “Intel”, but that could also just be “rumors about the region”.

The Method

We need a hexflower; I like using https://hexfriend.net/, 3 hexes from the center.

Next, roll for the terrain type for each side of the hexflower. That’s 6 sides, 6 terrain types. In DANGER CLOSE, we have

I made a 2d6 table for interesting odds/distributions, but you can use whatever terrain is prevalent in the larger region.

Next, we connect matching border regions in interesting ways. Here’s where we get a bit creative. I went for:

I added some wetlands in the middle, because it fit.

Adding Points of Interest

For DANGER CLOSE, we need one or more Landing Zones (LZs, where the Squad can enter the mission), an Objective (where they need to go), and we see if there’s any Intel – hexes where the contents are pre-rolled/known beforehand, which allows for interesting tactical decision making.

This gave me:

With relatively minimal effort, this creates quite a few interesting options. In DANGER CLOSE, wetlands and dense forests require double the encounter rolls (and each terrain has certain properties in terms of cover and maneuverability in combat, but that’s not for now). If we look at the options for the mission, we have:

Yellow stars indicate an encounter. Going from LZ A seems to be the most optimal route – but I also went and rolled for the Extraction Zone, and got the lower left corner, in which case clearing that region by starting from LZ B might be more favorable.

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