A Fox's Guide to Geomorphs (Part 14)

This is a combination post, describing how geomorphs might be appropriate to use in the Vulpinoid Studios game "Voidstone Chronicles".

In the 12th part of this series we looked at ways to break a larger hexagon into smaller hexes, and this is basically how I generate quick battle terrain for Voidstone Chronicles. Two or three large hexes are put together, one or two of these might have a hill (either in the middle, at the middle of an edge, or focused on the corner of the hex). This gives us four possible phases ("plain", "left hill", "right hill", or "mid hill"). 

The setting for Voidstone Chronicles is a series of floating discs drifting and orbiting in the eye of a massive storm, and those discs have various sizes. Some small ones might be the equivalent of one large hex across, the majority would be the equivalent of two or three hexes across, and some of the largest might be four or five hexes across. But each battle sequence only covers one to three adjacent hexes. To create the full variety of combat spaces available in the game I include a couple of "edge" hexes, with round sides to show where the floating disc ends (yes, it's possible to push someone off the edge in this game)




In this case, I've moulded up my geomorph hexagons from plaster, and carved a hexagon grid on them. It only takes about six of these moulded hexagons to give the full range of possible terrain variations that might exist in a conflict zone (and about four extra edge pieces just in case a conflict occurs on the edge of a disc.

I could customise the geomorphs with permanently placed trees and buildings, but then I'd probably have to build dozens of discs, and for convenience of storage it's easier to have a low number of discs and an assortment of terrain elements to simply place on them for added interest and strategic value.

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