hexhog
hexhog.bsky.social
hexhog
@hexhog.bsky.social
Maker of games: https://hexhog.itch.io. Blogging at https://vvitxcvlt.blot.im. I'm hex.hog on Discord.
"Who the hell is that?" the psycho says. "Heck not hell" she quips as the man Frank Heck enters, seconds before she stabs him in the throat.
November 16, 2025 at 3:06 PM
That an all-American girl thinks of "the dusky highway between nuts and asshole" when hearing the word "taint" spoken by a psychopath next to her on a crashing plane strains credibility, to say the least.
November 16, 2025 at 12:33 PM
Hit the button the moment I read EU friendly shipping. Thanks for making this possible.
November 11, 2025 at 7:41 PM
Might I humbly point out my own take on this fascinating topic hexhog.itch.io/fucked-up-fa...
Fucked-up Fairytales: GNOM by hexhog
A kinky storytelling game of pointed hats and bloated egos.
hexhog.itch.io
September 26, 2025 at 1:19 PM
Now is the time to not spend another 2 weeks on questionable improvements, but one thing I learned from the playtest is that having the index numbers (d6 and d12) of Myths at hand is a good idea, so I adapted the Myth tiles a little (these are not the actual numbers for this Myth).
June 20, 2025 at 6:26 PM
This is a ruin in a coniferous forest that is also a Curse location (the scribles along the border). The main terrain tile is the ruin, the trees to the left and right are a transparent overlay tile, as is the Curse. In this way, I can create landmarks in a variety of terrains.
June 20, 2025 at 6:26 PM
I agonized a while over how to handle rivers. Make connectable tiles? But then each river tile also has a terrain type: rivers cutting through gorges, or meandering over grassland. This would have blown up the number of required tiles considerably.
June 20, 2025 at 6:26 PM
I think the overall readability could be improved a bit by making non-navigable (water) tiles a more distinct. I also noticed that on pro maps, like Dyson Logos', mountain regions tend towards stronger line strengths.
June 20, 2025 at 6:26 PM
When Chris McDowall himself played with his HexKit map, I noticed he had a hard time finding the Myths he rolled for, so I made sure those tiles are distinct. It was a bit difficult not to overload the map with line strengths, especially since every tile can have a barrier.
June 20, 2025 at 6:26 PM
Even though my illustration skills are badly lacking, the final result is quite pleasing to me. The terrain illustrations are evocative of a general landscape type, but still leave enough rule for the imagination, following the "map is not the territory" idea.
June 20, 2025 at 6:26 PM
My design goals were high readability, two-color maps with a layer system that allowed for easy conversion between player- and GM-facing maps. No larger filled-in areas so as to be printer friendly. And a grid system that supports snapping of map tiles.
June 20, 2025 at 6:26 PM
I considered hand-drawing, but in Mythic Bastionland, you need separate maps for the players and GM, and this makes fully handdrawn maps a tough proposition. Affinity it was.
June 20, 2025 at 6:26 PM
I tried HexKit (cone.itch.io/hex-kit), which is certainly an excellent tool, but the default tiles did not appeal to me, and many of the alternatives, including the fabulous Isle of Lore tiles (stevencolling.itch.io/isle-of-lore...) I found a bit too cute and quite unsuitable for printing.
Hex Kit by Cone Of Negative Energy
Hex Mapping tool for table top RPGs
cone.itch.io
June 20, 2025 at 6:26 PM
Would love to order the 5 volume bundle, but 55 shipping inside EU? 🥹
April 22, 2025 at 4:52 PM